Farewell card messagesc

Juventus is embarrassing itself for pursuing this messy divorce with Allegri

2024.06.01 17:39 EitherPhase5676 Juventus is embarrassing itself for pursuing this messy divorce with Allegri

Juventus is embarrassing itself for pursuing this messy divorce with Allegri
Allegri deserved the sack after this season, but the way it all ended makes by blood boil.
Juventus fired him for “just cause”, which if held in court will allow Juve to not pay his final year of salary. Juve may also ask for image damages. Allegri already said he’ll legally battle the decision, and may also ask for image damages.
Regardless of whether you liked Allegri or not as a manager, he does not deserve this treatment by Juventus. He is and will always be a legend of the club, his long list of trophies speak for him. The facts speak for him. The red card against Lazio is such a minor stain on his very long and honorable career. Juve using it as an excuse to avoid paying him another year of salary is just embarrassing. Save me all the legal BS about his unhinged behavior.
Allegri deserved a proper farewell - like the ones we gave to Dybala, Chiellini and Sandro - just to name a few. Even Bonucci was given an official farewell message by Juve on his retirement. Allegri wasn’t even given a thank you tweet, not even a nod at the Stadium, nothing. Actually he got less than nothing, in fact he got fired unceremonously and treated like a dangerous madman since then.
Allegri rejected the Real Madrid job to come back to Juve. He rejected a Saudi golden salary. He was always a highly-respected professional who continuously demonstrated with the facts to have Juve in his heart. Especially last year, he defended Juve better than management and shareholders, he held the fort and carried on fino alla fine. And this year he ultimately delivered what the Club expected (a trophy, plus CL placement). And he was given big words of appreciation by management until the very end. This sudden volte-face is revolting.
Juventus should know better than treat his best employees like this. I am disappointed about this messy divorce. It’s now the third high-profile person to have a legal battle with Juventus in 3 years (after Ronaldo and Bonucci). I start to see a pattern here, and it’s not something to be proud of.
Shame on Juve’s management for not handling this divorce better. Shame on Giuntoli for seeking revenge like this. Juve is not just a company, it’s also a football club. A respectable football club doesn’t treat one of his most winning manager like this.
submitted by EitherPhase5676 to Juve [link] [comments]


2024.06.01 11:49 micropetsbsc Massive Announcement - Marketplace and dApp Launch

Massive Announcement - Marketplace and dApp Launch

MicroPets are thrilled to unveil the latest developments after several weeks of intensive effort: https://pets.micropets.io

1- We proudly present PETDEX, the culmination of a comprehensive overhaul of our dApp. Say farewell to the old Petfolio as we welcome PETDEX, a platform where you can manage your 3D NFT collection with ease, akin to curating an album. Navigate through your NFTs by collections, access card information, and view your total supply—all seamlessly organized for your convenience.
2- Our 2D #NFTs page has undergone a significant update as well! Just like #PETDEX, you now have a dedicated platform for your 2D NFTs, complete with a comprehensive overview of your collection. Additionally, you can now initiate sales directly from the dApp, with the option to transfer NFTs slated for inclusion next week.
3- We're excited to announce the return of the Marketplace! Trade your assets seamlessly within our favorite marketplace, with both 3D and 2D NFTs now tradable using $PETS tokens.
4- Stay tuned for more enhancements in the coming week! Additional filters, including the Sweep and "Buy in Bulk" options, will be introduced, allowing you to mix and match NFTs from various collections.
5- Please note that the new listing fee stands at 8%, ensuring the success of your listing requires this amount to be available.
Building a strong foundation has been our priority since we resumed the project in August 2023. We appreciate your support and look forward to continued growth together.
Remember that the DAO will be the next to deliver! Wishing you all a delightful weekend and happy trading!
https://preview.redd.it/zyv2tlj3mx3d1.png?width=1080&format=png&auto=webp&s=ef5ba64a06db05f7e1f9cea6aac72ddf0fadc70e
https://preview.redd.it/l44vrkj3mx3d1.png?width=1164&format=png&auto=webp&s=a9fb2782e5314a5fa757cd9c61e65f1a5c42fa2b
https://preview.redd.it/gcsmvij3mx3d1.png?width=1172&format=png&auto=webp&s=4c9eb3e9a961a6d0493ad27b8db3892e953baee9
submitted by micropetsbsc to micropetsbsc [link] [comments]


2024.06.01 11:00 Kamen-Rider-Artif [Help and Question Thread] - May 25th, 2024

If you want to filter out certain posts, search for '-flair:FLAIRNAME' (eg: '-flair:Tierlists&Trends') in the search bar and then sort by new.
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Story Compilations by u/GladiolusLD (JP translations by various translators)

By Year:
2020/2021 Story Playlist (Stella After the Rain - The Tomorrow We Hope For)
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If you see people asking questions that could be answered here, try and direct them over to this post. This way, we can make sure the feed doesn't get filled with the same questions repeatedly. However, this won't work unless everyone cooperates. Hopefully, a new megathread will be posted every Saturday. Thanks to grandorder for inspiring this megathread.
submitted by Kamen-Rider-Artif to ProjectSekai [link] [comments]


2024.05.31 22:00 Mizzno [H] Games [W] GetsuFumaDen: Undying Moon, Vampire: The Masquerade - Swansong, Headbangers: Rhythm Royale, Games (Listed Below), Steam Gift Cards

N.B.: I'm mainly looking for the games listed in the title and at the bottom of the thread. Feel free to post other offers, but if I haven't responded to your comment(s) by my next posting, I likely wasn't able to find a trade that interested me.

For sale (for Steam Gift Cards or gifted Steam Wallet balance):



For trade:
*signifies that a game is tentatively up for trade, assuming I buy the bundle








































































































WANT:



IGS Rep Page: https://www.reddit.com/IGSRep/comments/ti26nz/mizznos_igs_rep_page/
submitted by Mizzno to indiegameswap [link] [comments]


2024.05.31 20:02 Quesonoche [H] Turok 1 and 2, Humble Leftovers, Choices [W] Crash Trilogy, Paypal, Offers

Random Keys I have:
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APRIL 2024 HUMBLE CHOICE Victoria 3 The Callisto Protocol Humankind Definitive Edition Fashion Police Squad Terraformers Symphony of War Coromon The Excavation of Hob's Barrow
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FEBRUARY 2024 HUMBLE CHOICE Life is Strange: True Colors Scorn Beacon Pines There Is no Light Children of Silentown Oaken
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JANUARY 2022 HUMBLE CHOICE 7 choices remaining Farmer's Dynasty Midnight Protocol Between the Stars Rebel Cops Retrowave The Henry Stickmin Collection Rustler DECEMBER 2021 HUMBLE CHOICE 7 choices remaining Greak: Memories of Azur TOHU Fling to the Finish 8 Doors Lacuna - A Sci-Fi Noir Adventure The Survivalists Partisans 1941 NOVEMBER 2021 HUMBLE CHOICE 5 choices remaining Timelie Due Process Mbius Front '83 WRATH: Aeon of Ruin Juno: New Origins OCTOBER 2021 HUMBLE CHOICE 11 choices remaining Syberia 3 Hiveswap Friendsim Black Future '88 Tools Up Ring of Pain Guts and Glory Amnesia: Rebirth GARAGE: Bad Trip The Textorcist: The Story of Ray Bibbia 112 Operator John Wick Hex SEPTEMBER 2021 HUMBLE CHOICE 9 choices remaining Orwell: Ignorance is Strength Swag and Sorcery Röki Narita Boy FRAMED Collection Fort Triumph Atomicrops Heaven's Vault West of Dead AUGUST 2021 HUMBLE CHOICE 8 choices remaining ENCODYA Blue Fire Drake Hollow As Far As The Eye Nowhere Prophet Out of Space Cepheus Protocol JUNE 2021 HUMBLE CHOICE 11 choices remaining Ikenfell DESOLATE Worms Rumble + Legends Pack DLC Going Under Panzer Paladin Paw Paw Paw Stubbs the Zombie in Rebel Without a Pulse Disjunction Secret Neighbor Effie Milky Way Prince - The Vampire Star MAY 2021 HUMBLE CHOICE 10 choices remaining Relicta Levelhead Morkredd Hellpoint Cook, Serve, Delicious! 3 Fury Unleashed Retimed Size Matters Family Man Vane APRIL 2021 HUMBLE CHOICE 11 choices remaining Aven Colony Remothered: Broken Porcelain Colt Canyon Sniper Ghost Warrior Contracts Rock of Ages 3: Make & Break Main Assembly In Other Waters Shenmue III SIMULACRA + SIMULACRA 2 Popup Dungeon Skully MARCH 2021 HUMBLE CHOICE 10 choices remaining Wildfire Pesterquest Boreal Blade XCOM: Chimera Squad Ageless WWE 2K BATTLEGROUNDS ELEX Peaky Blinders: Mastermind Cyber Hook Hotshot Racing OCTOBER 2020 HUMBLE CHOICE 11 choices remaining The Uncertain: Last Quiet Day Shadows: Awakening Fantasy Blacksmith The Suicide of Rachel Foster Fae Tactics GOAT OF DUTY Autonauts Basement Lightmatter Sunless Bundle (Sunless Skies + Sunless Sea) Iron Danger JULY 2020 HUMBLE CHOICE 10 choices remaining EARTHLOCK Sigma Theory: Global Cold War Basingstoke Age of Wonders: Planetfall - Deluxe Edition Railway Empire Beat Hazard 2 Metal Unit Void Bastards Verlet Swing Battlestar Galactica Deadlock JUNE 2020 HUMBLE CHOICE 6 choices remaining Remnants of Naezith Stygian: Reign of the Old Ones Overload The King's Bird The Stillness of the Wind Supraland The Messenger Felix The Reaper MAY 2020 HUMBLE CHOICE 10 choices remaining Heave Ho XCOM® 2 + 2 DLC Niche - a genetics survival game Rise of Industry MO:Astray Jurassic World Evolution + 1 DLC NEOVERSE The Swords of Ditto: Mormo's Curse Horace Chess Ultra Warhammer 40,000: Gladius - Relics of War WARSAW APRIL 2020 HUMBLE CHOICE 8 choices remaining Opus Magnum Driftland: The Magic Revival Raiden V: Director's Cut 雷電 V Director's Cut 雷電V:導演剪輯版 This Is the Police 2 The Bard's Tale IV: Director's Cut MOLEK-SYNTEZ Capitalism 2 Truberbrook / Trüberbrook Turok 2: Seeds of Evil Shoppe Keep 2 MARCH 2020 HUMBLE CHOICE 7 choices remaining AI War 2 Etherborn 198X Turok Fell Seal: Arbiter's Mark Niffelheim Battle Chasers: Nightwar EXAPUNKS FEBRUARY 2020 HUMBLE CHOICE 7 choices remaining Warstone TD SHENZHEN I/O Night Call CryoFall The Hex Book of Demons Project Warlock JANUARY 2020 HUMBLE CHOICE 6 choices remaining GRIP + 1 DLC Them's Fightin' Herds Bad North: Jotunn Edition Middle-earth™: Shadow of War™ Street Fighter V Whispers of a Machine Trailmakers Mages of Mystralia DECEMBER 2019 HUMBLE CHOICE 9 choices remaining Ancestors Legacy Horizon Chase Turbo Desert Child Dead In Vinland Dark Future: Blood Red States Aegis Defenders Phantom Doctrine X-Morph: Defense
submitted by Quesonoche to SteamGameSwap [link] [comments]


2024.05.31 18:28 synttacks Was on a long losing streak and decided to update my control list. Rocketed back to mythic with 3 hours left on the season

Was on a long losing streak and decided to update my control list. Rocketed back to mythic with 3 hours left on the season submitted by synttacks to MagicArena [link] [comments]


2024.05.31 09:46 __nicememe__ [Store] Last day of CENTOREK: -50% Off Everything, Only Today

Hello mechmarket!
As we bid farewell on our final day of operation, we're going out with a bang: enjoy a -50% discount on all remaining items. We still have a wide selection of awesome switches left.
Hurry - the promotion is valid only today (till 23:59, May 31 CET). After this date, the store will be closed permanently.
Link to the store: CENTOREK.com
The discount will be aplied automatically.
About us:
Thank you for the amazing two years!
submitted by __nicememe__ to mechmarket [link] [comments]


2024.05.30 10:27 pete_codes $30k/mo from a simple e-card business

Thankbox is a successful B2C bootstrapped website created by Valentin Hinov which is now doing $30-35k a month. Val saw an opportunity to create an e-card tool after witnessing the British culture of awkwardly passing cards around the office. Read on for Val's tips on building a B2C business, marketing and making a product people actually want.
Can you introduce yourself and Thankbox?
My name is Valentin Hinov and I’m originally from Bulgaria but now live in Edinburgh, Scotland. I started Thankbox in 2020 with my partner, Tsvetelina. Thankbox is an online appreciation platform. At its core is a group card combined with a gift collection. It’s used mostly within businesses as a way to appreciate staff occasions - events like birthdays, farewells and retirements.
It makes it super easy to set up a card for someone and let the whole team add messages and contribute funds for a gift - people can add GIFs, videos & photos. Combined with our huge library of customisation options you end up with a really awesome looking card for any occasion.
Can you tell us what you’ve achieved with Thankbox?
Thankbox has been running for just over 4 years - we’ve just had our birthday last month in May. In that period it went from a side project to a full time business supporting a small team. It’s currently making about $30-35k a month - there’s a lot of seasonality when it comes to card sending so some months are stronger than others. There’s also no MRR to track since none of our revenue is subscription-based. The business model is still very much B2C (business to consumer) with individual sales.
With that in mind, the metric I like to keep my eye on is the number of active users we’ve had over the last year. That’s a user who has made a purchase in the last 12 months. It’s currently sitting at around 32,000 and getting higher each month. Thankbox relies on repeat purchases to get the most lifetime value per customer. The least amount of money someone can spend with us is $5.99 for a single card - ideally we want them to make several like that, eventually buying a pack of prepaid cards which can go for up to $299 for a pack of 100.
The last metric I’m really proud of is our gift card processing value - Thankbox currently processes nearly $500,000 of gifts every month on behalf of our customers.
What are some B2C advantages and disadvantages?
Funnily enough, before we started Thankbox with my partner I told myself to definitely avoid B2C startups but I guess I was bad at following my own advice! B2C has a bad reputation amongst founders - both bootstrapped and venture-backed and with good reason.
You need a lot of sales volume to achieve results. Customers can often be price-sensitive, even with a low-cost product. This makes it harder to raise prices - we’ve not raised ours once since we started! Also, if your UX isn’t super optimised then customer support can be outsized compared to the revenue you’re making.
It’s not all doom and gloom, though. Yes, you do rely on sales volume but it also means that you aren’t beholden to individual customers. If someone doesn’t like what Thankbox does, there’s millions more people that can be my customers instead.
When you have lots of customers plus a good product you get networking effects working for you. At least 30% of my new customers every month come recommended by someone else! It’s a very good flywheel I can rely on to keep bringing new people through the door every month. B2C can also serve as a good entry point for a B2B model.
For example, Thankbox is mainly used within business environments, where people send birthday, farewell or retirement cards to their staff. With that in mind, we are now trying to shift our positioning from being just an online card to instead thinking about Thankbox as an employee appreciation platform. That is a whole different offering where we can start talking and approaching business as customers. But those lessons only came after we ran exclusively as a B2C model for our first years.
Why did you decide to work on Thankbox?
Before working on Thankbox I spent 2 years building a social media app with no clear goal or direction - it never made any money or attracted investment. I knew nothing about startups and was just fumbling in the dark without a clear sense of what to do to get this thing off the ground.
Once that folded I told myself that whatever I end up doing next should only take a couple months to put together and it will be a paid product from the start. I immersed myself in bootstrapper culture and started learning more about how startups work. And, honestly, I just wanted to make some money online to prove I can do it - even if it was just $10.
I live in Britain where everyone in the office gives cards to each other for things like birthdays, someone working 10 years at the company or someone moving job. Everyone passes around the card and signs it but it was always a bit awkward, especially in small offices where it’s hard to keep it a surprise! Also, teammates working remotely can’t take part.
In late 2019 I decided there must be an easier way. I had a look and there were no solutions covering both cash collection for gifts as well as the message to the recipient. That’s when I realise, this is something I can make! My last startup had failed so I shared the idea with my wife (who is also my business partner).
She loved the idea of an online service so we started to look into the idea more. It wasn’t until Covid hit in March 2020, though, that we really decided to go for it. Everyone was going to work from home and it was a now-or-never moment. The first version of Thankbox went live two months later in May.
How did you first get people to check out the site?
I started tweeting about Thankbox and my partner and I started posting on LinkedIn as soon as the development kicked off in March 2020. We didn’t have huge followings but some people noticed it and became interested. A lot of them were office workers now stuck at home so they immediately related to the idea. A lot of the early traction was just from our personal network around Scotland. We actually had our very first sale just an hour after launching! It’s a moment I’ll never forget - making my first £4.99 online!
For the first 6 months I knew where every single Thankbox customer came from because they were either people me or my partner knew or people that our contacts had recommended us to. It wasn’t making much money but the initial feedback was invaluable to help build out the core features the product needed.
Then, in late 2020 after giving our landing page a much-needed makeover we started running search ads and immediately saw an uptick. We went from selling 100 cards a month to 500 the next, to 1500 the one after that. Cheap PPC carried us through to about 2022 with fantastic growth almost every month. We still use it as a channel now, but aren’t as reliant on it since the costs have risen astronomically and there’s much more competition. But it got the wheels of the business spinning and allowed us to find our feet with other channels - like SEO, which haven been a lot more reliable.
How long did it take to make the first version of Thankbox?
Only about two months! I actually had no website experience when I started it and was still doing contact dev work for clients at the time. My skills were mainly in mobile app development. So I turned to a good friend of mine who had helped me with some web dev work before. He's a really solid full-stack developer who's done tons of freelance web work. We chatted about Thankbox and he offered to set up a profit sharing agreement in exchange for getting the first version off the ground.
We agreed that once Thankbox hits certain revenue milestones he'd get a share of the monthly profits for a year. This was great as it de-risked the whole project significantly for me - requiring a lot less upfront investment. I also knew that he would do an amazing job in setting up the initial stack. We kept scope very very small - cutting features constantly until we were able to reach an MVP we felt comfortable launching with. It had lots of issues, yes, but the core of it was there - you could create a card, invite others to sign it and contribute money and send it to your recipient. That’s still the core of our product today, even though it does plenty more than that.
What tips do you have for making money with one-time purchases?
If you’re going to be playing the volume game then make your product as self-serve as possible. Most customers should never have to contact you to figure stuff out. We’ve spent countless hours optimising the full flow - from creating a Thankbox, to sharing it with others, to sending it to be as straightforward as possible. We must be doing something right because half of our 500+ Trustpilot reviews mention the word “easy” in them.
Also - automate, automate, automate. We process thousands of transactions each day - people buying Thankboxes, people adding money to Thankboxes and recipients claiming their gift cards. All of that needs to be tracked and records kept for bookkeeping, funds security & fraud prevention. We’ve invested a lot of time in automating as much of this as possible - down to generating automated Excel reports and auto-populating Xero. Honestly, the business model wouldn’t even be viable if we hadn’t. Thank goodness Stripe has great APIs!
When you’re dealing with many small individual transactions, payment processing fees can take a huge cut of your revenue. To illustrate the point - we charge contributors to a Thankbox gift card pot a small fee to leave money (for example, to leave $10 we charge $0.48) and that helps us offset part of our processing fees. If we didn’t do that then we couldn’t offer gift collections as a service as the Stripe fees would end up costing us more than we’d make from the Thankbox sale.
What is a mistake you see a lot of first-time founders making?
Not talking to their customers. Not even knowing who their customers are. I was actually talking to a friend of mine recently who shared his new startup idea with me. He spent 20 minutes talking about how great his product will work, how technically advanced it’ll be. But not once did he mention where he’ll find his first customers. It’s easy to get excited about building but you should always start with your customer first.
Even though we have hundreds of new customers per day we still send a welcome email to every one of them. We ask them for feedback on Thankbox after they send their first one. And I still personally reply to every single response we get - which can be 10+ a day! This keeps me in touch with what customers need, why they picked us and what we can improve. It’s also a great way to build rapport with customers in an experience which is otherwise very self-serve.
I also send LinkedIn invites every month to some of our top customers - those who buy cards regularly or buy our bigger team-focused packs. I do my best to stay connected with who our customers actually are - not who I think they are.
Can you talk about what tech you use for Thankbox?
Thankbox is built on Laravel - the most widely used PHP web framework. I love Laravel because it has a ton of first and third-party packages - both free and paid. This has saved me a ton of time rather than building stuff myself. The support is great and the community is huge and most importantly Github Copilot understands it very well!
The frontend is mostly Vue.js with Typescript and Tailwind - also a pretty standard, non-complicated combo and that’s the way I like it. It allows me to move fast and it’s easy to hire for - which I’ve found to be very valuable now that we have 3 developers working on the codebase.
p.s. If you want to keep up to date with SaaS news and read more interviews like this, check out my newsletter: https://www.highsignal.io/newslette
submitted by pete_codes to EntrepreneurRideAlong [link] [comments]


2024.05.30 10:14 pete_codes $30k a month from e-cards

Thankbox is a successful B2C bootstrapped website created by Valentin Hinov which is now doing $30-35k a month. Val saw an opportunity to create an e-card tool after witnessing the British culture of awkwardly passing cards around the office. I interviewed Val so that people can learn from this successful SaaS founder.

Can you introduce yourself and Thankbox?

My name is Valentin Hinov and I’m originally from Bulgaria but now live in Edinburgh, Scotland. I started Thankbox in 2020 with my partner, Tsvetelina.
Thankbox is an online appreciation platform. At its core is a group card combined with a gift collection. It’s used mostly within businesses as a way to appreciate staff occasions - events like birthdays, farewells and retirements.
It makes it super easy to set up a card for someone and let the whole team add messages and contribute funds for a gift - people can add GIFs, videos & photos. Combined with our huge library of customisation options you end up with a really awesome looking card for any occasion.

Can you tell us what you’ve achieved with Thankbox?

Thankbox has been running for just over 4 years - we’ve just had our birthday last month in May. In that period it went from a side project to a full time business supporting a small team.
It’s currently making about $30-35k a month - there’s a lot of seasonality when it comes to card sending so some months are stronger than others. There’s also no MRR to track since none of our revenue is subscription-based. The business model is still very much B2C (business to consumer) with individual sales.
With that in mind, the metric I like to keep my eye on is the number of active users we’ve had over the last year. That’s a user who has made a purchase in the last 12 months.
It’s currently sitting at around 32,000 and getting higher each month. Thankbox relies on repeat purchases to get the most lifetime value per customer. The least amount of money someone can spend with us is $5.99 for a single card - ideally we want them to make several like that, eventually buying a pack of prepaid cards which can go for up to $299 for a pack of 100.
The last metric I’m really proud of is our gift card processing value - Thankbox currently processes nearly $500,000 of gifts every month on behalf of our customers.

What are some B2C advantages and disadvantages?

Funnily enough, before we started Thankbox with my partner I told myself to definitely avoid B2C startups but I guess I was bad at following my own advice!
B2C has a bad reputation amongst founders - both bootstrapped and venture-backed and with good reason. You need a lot of sales volume to achieve results. Customers can often be price-sensitive, even with a low-cost product. This makes it harder to raise prices - we’ve not raised ours once since we started! Also, if your UX isn’t super optimised then customer support can be outsized compared to the revenue you’re making.
It’s not all doom and gloom, though. Yes, you do rely on sales volume but it also means that you aren’t beholden to individual customers. If someone doesn’t like what Thankbox does, there’s millions more people that can be my customers instead.
When you have lots of customers plus a good product you get networking effects working for you. At least 30% of my new customers every month come recommended by someone else! It’s a very good flywheel I can rely on to keep bringing new people through the door every month.
B2C can also serve as a good entry point for a B2B model. For example, Thankbox is mainly used within business environments, where people send birthday, farewell or retirement cards to their staff. With that in mind, we are now trying to shift our positioning from being just an online card to instead thinking about Thankbox as an employee appreciation platform. That is a whole different offering where we can start talking and approaching business as customers. But those lessons only came after we ran exclusively as a B2C model for our first years.

Why did you decide to work on Thankbox?

Before working on Thankbox I spent 2 years building a social media app with no clear goal or direction - it never made any money or attracted investment. I knew nothing about startups and was just fumbling in the dark without a clear sense of what to do to get this thing off the ground.
Once that folded I told myself that whatever I end up doing next should only take a couple months to put together and it will be a paid product from the start. I immersed myself in bootstrapper culture and started learning more about how startups work. And, honestly, I just wanted to make some money online to prove I can do it - even if it was just $10.
I live in Britain where everyone in the office gives cards to each other for things like birthdays, someone working 10 years at the company or someone moving job. Everyone passes around the card and signs it but it was always a bit awkward, especially in small offices where it’s hard to keep it a surprise! Also, teammates working remotely can’t take part.
In late 2019 I decided there must be an easier way. I had a look and there were no solutions covering both cash collection for gifts as well as the message to the recipient. That’s when I realise, this is something I can make! My last startup had failed so I shared the idea with my wife (who is also my business partner). She loved the idea of an online service so we started to look into the idea more.
It wasn’t until Covid hit in March 2020, though, that we really decided to go for it. Everyone was going to work from home and it was a now-or-never moment. The first version of Thankbox went live two months later in May.

How did you first get people to check out the site?

I started tweeting about Thankbox and my partner and I started posting on LinkedIn as soon as the development kicked off in March 2020. We didn’t have huge followings but some people noticed it and became interested. A lot of them were office workers now stuck at home so they immediately related to the idea. A lot of the early traction was just from our personal network around Scotland.
We actually had our very first sale just an hour after launching! It’s a moment I’ll never forget - making my first £4.99 online!
For the first 6 months I knew where every single Thankbox customer came from because they were either people me or my partner knew or people that our contacts had recommended us to. It wasn’t making much money but the initial feedback was invaluable to help build out the core features the product needed.
Then, in late 2020 after giving our landing page a much-needed makeover we started running search ads and immediately saw an uptick. We went from selling 100 cards a month to 500 the next, to 1500 the one after that. Cheap PPC carried us through to about 2022 with fantastic growth almost every month.
We still use it as a channel now, but aren’t as reliant on it since the costs have risen astronomically and there’s much more competition. But it got the wheels of the business spinning and allowed us to find our feet with other channels - like SEO, which haven been a lot more reliable.

How long did it take to make the first version of Thankbox?

Only about two months! I actually had no website experience when I started it and was still doing contact dev work for clients at the time. My skills were mainly in mobile app development.
So I turned to a good friend of mine who had helped me with some web dev work before. He's a really solid full-stack developer who's done tons of freelance web work. We chatted about Thankbox and he offered to set up a profit sharing agreement in exchange for getting the first version off the ground.
We agreed that once Thankbox hits certain revenue milestones he'd get a share of the monthly profits for a year. This was great as it de-risked the whole project significantly for me - requiring a lot less upfront investment. I also knew that he would do an amazing job in setting up the initial stack.
We kept scope very very small - cutting features constantly until we were able to reach an MVP we felt comfortable launching with. It had lots of issues, yes, but the core of it was there - you could create a card, invite others to sign it and contribute money and send it to your recipient. That’s still the core of our product today, even though it does plenty more than that.

What tips do you have for making money with one-time purchases?

If you’re going to be playing the volume game then make your product as self-serve as possible. Most customers should never have to contact you to figure stuff out. We’ve spent countless hours optimising the full flow - from creating a Thankbox, to sharing it with others, to sending it to be as straightforward as possible. We must be doing something right because half of our 500+ Trustpilot reviews mention the word “easy” in them.
Also - automate, automate, automate. We process thousands of transactions each day - people buying Thankboxes, people adding money to Thankboxes and recipients claiming their gift cards. All of that needs to be tracked and records kept for bookkeeping, funds security & fraud prevention. We’ve invested a lot of time in automating as much of this as possible - down to generating automated Excel reports and auto-populating Xero. Honestly, the business model wouldn’t even be viable if we hadn’t. Thank goodness Stripe has great APIs!
When you’re dealing with many small individual transactions, payment processing fees can take a huge cut of your revenue. To illustrate the point - we charge contributors to a Thankbox gift card pot a small fee to leave money (for example, to leave $10 we charge $0.48) and that helps us offset part of our processing fees. If we didn’t do that then we couldn’t offer gift collections as a service as the Stripe fees would end up costing us more than we’d make from the Thankbox sale.

What is a mistake you see a lot of first-time founders making?

Not talking to their customers. Not even knowing who their customers are. I was actually talking to a friend of mine recently who shared his new startup idea with me. He spent 20 minutes talking about how great his product will work, how technically advanced it’ll be. But not once did he mention where he’ll find his first customers. It’s easy to get excited about building but you should always start with your customer first.
Even though we have hundreds of new customers per day we still send a welcome email to every one of them. We ask them for feedback on Thankbox after they send their first one. And I still personally reply to every single response we get - which can be 10+ a day! This keeps me in touch with what customers need, why they picked us and what we can improve. It’s also a great way to build rapport with customers in an experience which is otherwise very self-serve.
I also send LinkedIn invites every month to some of our top customers - those who buy cards regularly or buy our bigger team-focused packs. I do my best to stay connected with who our customers actually are - not who I think they are.

Can you talk about what tech you use for Thankbox?

Thankbox is built on Laravel - the most widely used PHP web framework. I love Laravel because it has a ton of first and third-party packages - both free and paid. This has saved me a ton of time rather than building stuff myself. The support is great and the community is huge and most importantly Github Copilot understands it very well!
The frontend is mostly Vue.js with Typescript and Tailwind - also a pretty standard, non-complicated combo and that’s the way I like it. It allows me to move fast and it’s easy to hire for - which I’ve found to be very valuable now that we have 3 developers working on the codebase.
p.s. If you want to keep up to date with SaaS news, check out my newsletter: https://www.highsignal.io/newslette
submitted by pete_codes to SaaS [link] [comments]


2024.05.30 04:16 Basic-Language-8284 In the Prime of My Life – How Game Science Created 'Black Myth: Wukong'(An interview with Game Science 2020-08-21)(AI Translation)

Chapter One
On February 25, 2018, Feng Ji returned to Shenzhen from Shanghai by plane. It was late when he arrived, and as he took a taxi back to his company, he sensed that it was time to make a decision. He called his fellow partners to convene at the office to discuss the path forward. At 2 a.m., Feng Ji wrote three options on the whiteboard in the meeting room: "First, everyone dedicates themselves to creating a standalone action game; second, to develop a popular RPG+SLG mobile game of the time; third, to split into two teams, one for mobile games, with five or six people allocated to prepare for a standalone action game."
They all opted for the third option.
Before leaving for the meeting upon Feng Ji's call, Yang Qi posted on Weibo. Anticipating what Feng Ji would propose, he had been waiting for this call. His post read, "Starting the new year with a grand gamble, ten years in the industry feels like it has all been leading up to this day. Heading out for a midnight meeting, the trees in my entire neighborhood whisper my name..."
On August 16, 2020, sitting in Feng Ji's office, he recounted this story to me. Reflecting for a moment, Feng Ji shared that the meeting at 2 a.m. wasn't really a "turning point."
"It wasn't that dramatic," Feng Ji told me. "We had discussed this for a long time before. And I recently revisited our business plan from 2016 when we were fundraising—you know, you have to write these things for funding. I found that one-third of it was about our intention to create a standalone game—I had even forgotten about it until I checked our chat records...it was indeed the case."
Feng Ji is the founder of Game Science Studio. In 2014, Feng Ji and several colleagues who had collaborated on 'Fighter of the Destiny' left Tencent to establish Game Science.
Game Science's initial projects were trendy at the time. Yang Qi's artistic style was intense and prominent, and Feng Ji knew how to elevate the sophistication of games. Their strategy involved identifying the most popular game genres in the market and combining them with top-tier art, world-building, and storytelling. 'Hundred Generals March' was a card game, 'Art of War: Red Tides' a real-time competitive game, and 'Red Tide Auto Chess'...an auto-chess game. When launched, auto-chess was trending, and the game saw decent online numbers, but then, seemingly overnight, interest in auto-chess waned, and so did their player statistics.
In November 2017, two months after the public beta of 'Art of War: Red Tides', the company partners believed an RPG+SLG project could generate revenue quicker. Thus, they embarked on developing a game of this type, set in the same universe as 'Red Tides', with Feng Ji as lead planner and co-founder Yang Qi as lead artist.
By early 2018, Yang Qi had sketched numerous concept designs for the new game, and Feng Ji had done some preliminary planning. However, Feng Ji felt that the game lacked excitement. "I couldn't take it anymore—you understand what I mean?" Feng Ji explained. "By 'couldn't take it,' I mean that the game we were making wasn't something I particularly wanted to play."
"Although we all believed we'd eventually make a standalone game, we always felt the timing wasn't right, waiting for conditions like having a large sum of money or...just waiting for the right moment," Feng Ji elaborated.
But Yang Qi was not willing to wait any longer. "During a meal, Yang Qi firmly insisted we must proceed," Feng Ji recalled. "He said you can always find a reason not to start, whether it's insufficient funds, manpower, or other inadequacies...If we kept waiting, we might never begin. But he felt if we didn't start soon, the company might lose its appeal to him...So we began seriously discussing it."
That afternoon, in Feng Ji's office, I met Yang Qi. Compared to Feng Ji, he appeared calm and detached, as if accustomed to observing himself and the situation from a third-person perspective. With his mask pulled down to his chin, he smoked cigarettes with fruity flavor capsules. We chatted while smoking.
When I asked Yang Qi why he was so resolute about this, he casually replied, "We've waited for a while, made some other games, because we need to live, after all, survive first."
I posed the question again.
After a moment of thought, he earnestly told me, "Because I don't think I can keep making games like this for many more years...my health won't hold up. Before, I could work around the clock for days without issue, but now, one late night and I need rest. Moreover, a person's creative lifespan is limited; one's golden period of creativity might only span a few years, where you have experience, energy, and a sharp mind...This is your most precious time, and if you don't create something great during this period, you may never get another chance in life..."
After deciding to develop a standalone game, Yang Qi's spirits visibly lifted. At the time, Game Science didn't have a Hangzhou studio; all development staff worked on the second floor of their Shenzhen office. Post-meeting, they cleared a small corner on the first floor for the project, and Yang Qi moved there the next day. Feng Ji, as the founder of Game Science, felt responsible for the "people who came out with him." He also wanted to see his friends engaged in something enthusiastically—even just being enthusiastic was enough.
Chapter Two
Game Science's Hangzhou studio is nestled within a startup industrial park on the outskirts of the city. The park, newly built, boasts a scattering of Hui-style buildings with their characteristic white walls and black tiles. I arrived on a scorching summer afternoon, discovering that due to the lingering pandemic, nearly all the buildings stood empty. A few workers were seen maintaining the roads.
"Initially, we were told there would be things like Starbucks, but because of the pandemic, none of that has opened yet," Feng Ji pointed out to me, gesturing towards vacancies.
Game Science occupies a four-story building here. When I visited around 2 PM, their workday was just beginning. The rooms were dimly lit, with almost everyone slumped lazily in chairs, seemingly on the verge of dozing off. Screens displayed animations or game videos, or interfaces that looked intricate and impressive. All windows lacked curtains; some had cardboard pieces taped up with transparent tape to shield against direct sunlight.
"We haven't had the chance to install curtains yet," Feng Ji mentioned as we climbed upstairs. The second floor served as a common area, housing a few treadmills and exercise bikes in a corner and tables and chairs in the center. The third floor was vacant, save for a 70-inch display on one wall and several wooden swords and shields in another corner. Feng Ji explained they conducted initial inertial motion capture here, which served as a reference for more intricate optical motion capture later. The fourth floor housed Feng Ji's office, though he admitted he seldom stayed upstairs.
The single-player project team moved to Hangzhou in December 2018. Feng Ji appreciated Hangzhou's ambiance, its pace less hectic than Shenzhen's and with more affordable housing, fostering an environment where "everyone can patiently persevere." As a mature company with ample development experience, Game Science sidestepped many pitfalls common in game development. Their core team had collaborated for years, intimately aware of each other's strengths. Familiar with game development processes and backed by successful titles, they maintained a small but highly experienced and cohesive team, deliberately controlling project scope.
Initially, there was consensus on creating a game: a weakly online, strongly combat-focused, melee-centric action title. Debates arose over specific style, but the overarching direction remained. Conversations about the game's style, character traits, and details organically evolved over daily chats during meals and at workstations. Inspired by Feng Ji's fascination with Dark Souls and Yang Qi's preference for Monster Hunter, they agreed on a game featuring "intensely pressuring enemies," "intricately designed levels," and "a mysterious narrative conveyed through fragmented storytelling."
Up until then, Game Science primarily used Cocos and Unity engines, known for their simplicity and low learning curve. For the new project, Unreal Engine emerged as the optimal choice, prompting the entire team to start from scratch learning Unreal. Feng Ji learned camera manipulation, Yang Qi experimented with scene setup and lighting adjustment, and planner "Village Chief" began constructing whiteboxes, determining obstacle placement and setting up barriers.
In May 2018, the preliminary research group assembled their first basic scene to experiment with fundamental combat feel, AI behavior, and combo mechanics. Upon success, they ventured into crafting a demonstrative level showcasing the "final visual effect." They chose Flower Fruit Mountain. A scene in the video depicts the protagonist advancing amidst clouds, accompanied by a dragon, against a backdrop of lush peaks – this is Flower Fruit Mountain.
By late 2018, the Flower Fruit Mountain level was largely formed, implementing basic gameplay functions. The protagonist emerges from a cave to find heavenly soldiers besieging Flower Fruit Mountain, engages in battles, fights a celestial general, and eventually ascends to the clouds to confront armies under the watchful eyes of the Four Heavenly Kings. "Waves of 100,000 heavenly soldiers would come, with the staff transforming into an exaggerated state..." This level was showcased at the year-end meeting. Portions appear in the video's conclusion, with Feng Ji noting plans to revamp the less natural-looking aspects of the heavenly soldiers.
In 2019, the team grew to around 20 members, focusing on delivering "a complete level experience." Deciding it should mirror the final quality players would experience, they named the level Black Wind Mountain. In 'Journey to the West', Black Wind Mountain appears in the chapter "Monk of the Jade Spring Temple Plots for Treasure; Monster of Black Wind Mountain Steals the Robe." It marks the first demon encounter for Sun Wukong on his pilgrimage, which is prominently featured in the video's gameplay demonstration.
Chapter Three
The challenge of creating the Blackwind Mountain level surpassed the expectations of most people, despite prior preparations.
"When you actually start working on it, you realize how difficult it is to create a level that's narrative-driven and emotionally immersive for players," Feng Ji shared with me. "There are so many things you want to include – should monsters engage in dialogue with you? What are they doing when you're not around? Why do you have to fight them? Shouldn't there be some buildup before encountering them?"
All these "desired elements" are intertwined with technology and industrial workflow. In today's era, for a high-investment commercial game, creativity is no longer the sole determinant; realization matters more. In reality, "realization" entails multiple concurrent workflows, each needing to maintain controllable efficiency and quality.
To produce a short in-engine cutscene, the process typically unfolds like this: the narrative designer first scripts the scene, followed by the creation of 2D storyboards. Then, a simple level model is constructed using polygon models without textures (everything appearing white, hence developers call this a 'white box'). Once the white box is ready, dynamic storyboarding takes place within it. If character close-ups are required, motion capture comes into play, starting with a preliminary performance using inertial motion capture devices, tested in-game. If the mood isn't right, it's back to the drawing board. If satisfactory, optical motion capture is used to generate the final product.
Throughout game development, countless production pipelines run concurrently. The larger the game scale and the more advanced the technology, the greater the unpredictability. Any loss of control—be it in quality or efficiency—can spell disaster.
They treated Blackwind Mountain as a minimum viable product. The development team dared not embark on large-scale production until everything was proven feasible. Feng Ji meticulously explained, "Optical motion capture, for instance, involves a studio with 60 cameras and a team of dozens serving you. The daily cost is around 200,000 to 300,000 yuan. If you say, 'Sorry, we weren't prepared today, let's not proceed,' the bill still stands."
Feng Ji demonstrated a playable version of the Blackwind Mountain level, which I also tried out—it wasn't entirely stable, occasionally crashing. He seemed a bit anxious, constantly reminding me that "the handling is far from optimal," "some skills aren't finalized yet," "the stats need adjusting," and "it's not the final quality; many details are missing."
I was already sufficiently astonished. The demo video matched the actual gameplay visuals. I heard a streamer who saw this game's demonstration was thrilled, telling friends, "Triple-A gaming from China has arrived!"
But Feng Ji avoided mentioning the term "triple-A." On one hand, he feared it might invite criticism; on the other, he found the definition imprecise—"What do you mean by triple-A? We know what each 'A' stands for, but this specific definition... is very vague."
"At least one aspect is about spending a lot of money," I said. "Can you disclose the development cost of the game?"
"You can estimate it this way: for every hour of gameplay the player experiences—not including constant stuck points or deaths, but relatively smooth gameplay...," Feng Ji told me, "the development cost is 15 to 20 million yuan per hour."
Chapter Four
Navigating through Zhihu, China's equivalent of Quora, one would periodically encounter a string of questions intertwined with the terms "China," "3A," such as "Why doesn't China have any triple-A games?" or "When will China have its own triple-A titles?" and even "Does China necessarily need triple-A games?" These inquiries are steeped in both hopeful aspirations and a sense of frustration—given our country boasts the world's largest gaming company and a highly lucrative gaming industry, why haven't we produced a triple-A game yet?
For many, myself included, the term "3A" symbolizes an Olympic gold medal, embodying a myriad of aspirations and accomplishments. Anyone with over a year's experience in the gaming industry can easily enumerate the gaps between us and triple-A standards. However, sometimes, one cannot pinpoint precisely what's missing until the endeavor begins.
Watching the 13-minute promotional video attentively reveals that the protagonist, the monkey, remains largely silent, devoid of dialogue or facial expressions, just like all other characters. This led to a perceived lack of character development in the video, issues that Feng Ji attributes to classic "technical problems."
"There's an unconfirmed rumor that Naughty Dog's ratio of artists to technical artists is 1:1," Feng Ji shared. Technical artists can be thought of as individuals who are adept at both technology and artistry, a simplified yet not entirely inaccurate depiction. In essence, technical artists ensure that artistic visions are realized to their fullest potential by providing technical support and enhancing the quality and efficiency of art production. Where tasks require a seamless collaboration between technology and art, a technical artist becomes indispensable.
"One reason we seek technical artists is our determination to excel in storytelling," Feng Ji emphasized. "Motion capture introduces numerous challenges in connection, environmental interactions, and positioning. Remember the final battle with Ling Xuizi, the wolf, in the video?"
"I do."
"Initially, we designed a sequence where the protagonist transforms into a giant ape, leading to a spectacular execution. The wolf would leap down from a roof, only to be caught mid-air by the ape, who would then grip its teeth, pin it to the ground, and pounce. Sounds impressive, right? The problem was, the moment the hand gripped the teeth, clipping occurred. We couldn't stabilize the protagonist's position, causing the teeth to protrude through the fingers."
"This is where technical artists come in," Feng Ji continued. "They ensure proper alignment and can even determine the material properties of each model. Ideally, the wolf's tooth material could simulate piercing flesh... But we couldn't execute it well. After two months, we abandoned the idea and revised the ending. We lost several months due to this design issue, and ultimately, we couldn't resolve it."
Thus, this scene never made it to the final cut. Feng Ji assured me, however, that they're not giving up and will eventually create this climactic moment.
Feng Ji recounted a legend at Naughty Dog, where each artist's desk had a dedicated button. Pressing it summoned a technical artist to address any issues the artist encountered. "Is it a particle emitter problem? An issue with fluid dynamics? Scene interaction? I'm here to fix it on the spot."
Game Science understands the significance of technical artists but lacks a sufficient number. Not just Game Science, but domestically, there's a scarcity of seasoned technical artists, with most "working in giants like Tencent and NetEase."
Nonetheless, they've overcome some obstacles. In the trailer, when the monkey picks up a blade called "Chì Cháo," Feng Ji revealed that it wasn't pre-animated. The monkey could walk up to the blade anywhere, grasp it, and tuck it into his ear. The key was the natural movement of approaching and extracting the sword, a process that took the development team roughly two to three months to refine.
Feng Ji stood up to demonstrate, "You've played 'The Last of Us Part II,' right? After playing that, I felt quite despondent... Did you notice the characters' movements? Say I'm sitting here, and the game prompts me to pick something up—I could be facing it head-on or sideways, yet the action feels incredibly natural?"
I struggled to recall this seemingly insignificant detail in the game. Feng Ji went on, "Initially, we thought it involved capturing more actions, but we discovered the subtlety in character orientation, particularly the feet. If we only captured frontal actions, what about when the object is on the side? Do we rotate? Smooth turning wasn't in our assets, and programming it looked odd. To avoid awkwardness, we could brute force it, creating 32 actions just for picking up this knife, covering every angle. But in the game, you don't just pick up knives; you open doors, wield hammers. Multiplying all actions by 32 would be unfeasible in terms of production costs and resource consumption."
Feng Ji continued, "We researched solutions and studied presentations by major studios at GDC. That's when we discovered Ubisoft's proposed solution, Motion Matching. Its power lies in requiring only a set of base motion capture animations, which Motion Matching then uses, without manual tweaking by animators, to generate a complete, fluid character movement system."
I inquired, "Is this library open-source?"
"There are some open-source versions online, but they're very immature. We refined it to a product level... We reverse-engineered Ubisoft's methods, filling in the blanks where they didn't disclose specifics, like designing the entire action set, accommodating unconventional locomotion animations...," Feng Ji explained, "Yet, comparing to 'Odyssey,' or even more impressively, 'God of War' or 'The Last of Us,' you realize you're still not on par. Their foundational animation libraries and corresponding mathematical algorithms remain a black box to us. It's their moat, their defense."
I asked, "If you manage to develop all these, would it become your moat too?"
"Absolutely," he affirmed, then added, "But they have generations of product iterations under their belt; this isn't something that can be achieved overnight."
Chapter Five
They were constantly faced with choices. For instance, should the game emulate the style of 'Monster Hunter', or that of 'God of War', or adopt the 'Soulsborne' genre? They realized each style entailed different focuses and nuances. Emulating 'God of War' would necessitate a focus on cinematics and execution moves, while 'Monster Hunter' would require tackling the intricacies of large enemy animations. A 'Soulsborne'-style game would demand attention to character progression and dueling combat mechanics—each direction posed its own challenges. The team's primary concern was defining the overall feel they wanted players to associate with their game. They sought to pinpoint how players would describe it.
This quandary persisted until Feng Ji reached a realization: "When we aim to replicate a very specific product... we inherently risk becoming a second-rate game. Even if we pay homage well, it naturally positions us as a lesser alternative in players' minds."
They made a conscious effort to differentiate from the best in the industry. "I acknowledge they may represent the optimal solution for action games today," Feng Ji told me, "but we must distance ourselves from these titles." They avoided direct references, opting instead for innovations like "Bronze Head Iron Arm" and using "Golden Cicada" for stealth.
Level design posed another challenge. Feng Ji was once enamored with the 'box garden' design philosophy of Soulsborne games, characterized by meticulously designed pseudo-sandbox levels prevalent in Japanese games. However, by the end of 2019, the team recognized that 'Wukong' wasn't suited for this approach. They decided that to convey the grand epic feel of 'Journey to the West', multiple levels interconnected by teleportation would better represent a vast, authentic world, allowing for more creative freedom in map design.
Feng Ji still aimed for a "box garden feel" within individual maps, respecting the art team's pursuit of realism. He explained, "In 'Dark Souls', many scenes take place in cathedrals, which lend themselves to looping designs with verticality, but you can't force stairs or elevators into a forest setting. So, it's context-dependent; Black Wind Mountain is flatter, while Leiyin Temple can be more intricate... Yet, I insist on maintaining some openness for exploration within the maps."
Feng Ji was eager to share the game's lore and aesthetic, but I've chosen not to reveal much here. Prior to seeing the final product, any assessment would be premature. This game isn't a replication of 'Journey to the West', nor do they intend to perpetuate the radical, rebellious spirit of 'Asura'.
At times, they're hesitant to mention 'Asura', seemingly wary of player associations. Nonetheless, they do link the two, as evident in the promotional video's closing caption, "After the White Bones, Revisit the Journey."
"Why do you think we said that?" Feng Ji asked me. "'Asura' players have a joke: 'After White Bones, there is no more Journey.' We planned five chapters; Chapter Three, Farewell Lady, referred to Lady White Bones. Our story stopped abruptly there, with later parts reduced to text quests. Thus, players joked, 'After White Bones, no more Journey.'"
On August 20th, when the video was released, Yang Qi posted on Weibo: "This theme has been a burden for over a decade. Many colleagues don't speak of it, but we all know this heartache can't be ignored. It's an honor to Stage display our progress today, and we'll give it our all going forward, hoping not to disappoint again."
I messaged Feng Ji on WeChat, asking, "Can you ask Yang Qi why he used the word 'again'?"
Feng Ji replied, "He probably feels 'Asura' had regrets." He added, "So do I, but without resentment."
"When you say 'resentment', towards whom?" I queried.
"Mainly towards myself," Feng Ji said. "Back then, I wasn't brave enough."
Chapter Six
I shared a portion of my written article with a friend. I told them, "I don't want people to think this endeavor is arduous... as if it's some '80s reportage literature."
"It's alright," they said. "It still feels a bit tough, but not overly so."
"I'll revise it then," I replied. "I'm just afraid people might think they're struggling when, in truth, they're ecstatic."
In conversations with Feng Ji and Yang Qi, I asked what concerned them most after the video went public. Feng Ji worried that the video wouldn't gain the attention it deserved, fading into obscurity. Yang Qi, on the other hand, feared that their team would be poached by numerous companies post-release. As an observer, my greatest concern was the skepticism and attacks from public opinion –doubting the video as CG, animation, or a deception; accusing them of exploiting emotions, making empty promises, and playing up their hardships.
It's not the fault of gamers. Each query can be traced back to several actual cases where they were misled by inexplicable promotions, leading to anger and then cynicism, believing that trust and enthusiasm come with danger. Meanwhile, "sentimentality" has turned into a pejorative due to overuse. There seems to be a pattern: when we talk about people pursuing their ideals, we must emphasize their choices and sacrifices, including some lofty and melancholic keywords, typical moments—like a lone figure walking towards the sunset.
But Feng Ji and Yang Qi didn't exhibit gloom, resentment, conflict, or sacrifice. Feng Ji was radiant when discussing the game. He would start from one point and branch out like a Wikipedia entry, constantly associating and digressing further. This made me repeatedly examine whether my article truly captured their immersive joy. You see, when people engage in what they love, nearly everything appears joyful.
Towards the end of our conversation that day, for some reason—maybe a comment or a particular moment—we veered into an odd direction.
"Yang Qi once told me, if we crawl now, we could reach a mountain of gold and silver—a huge fortune. If crawling guarantees success, I'd kneel right away without needing persuasion. I desperately want to make money. The problem is, which path guarantees such success through this method?"
"I couldn't answer him," Feng Ji told me. "Many people point at a successful product and ask if emulating its strengths will guarantee success. But as you know, many have better execution and resources than us. What sets us apart? In the end, you rely on your intuition—you must first move yourself. Only when your intuition is strong can you more easily touch users. If you're insensitive to something yourself, leaving aside ego, if you're not sensitive, your pace of improvement will lag behind those who are passionate about it. How can you succeed then?"
Yet, even so, success is not guaranteed for them. Game development is a prolonged process, especially for a project of this scale. The promotional video still had issues; they quietly developed for two years, with the team growing from seven to thirty. They anticipate another two years of development, more work, more team members, and countless unknowns ahead.
After the video's release, Feng Ji started feeling anxious. He messaged me on WeChat, worried about being overpraised. "There's no real sense of security yet..." he said. "I'm the type who struggles to feel happy until things actually happen."
I told him he'd get used to it—not just as a hollow wish. In my view, perhaps unknowingly to him, it's already happening. All this praise and astonishment are part of it, the team's deserved reward.
I still choose to believe that good things come when one decides to pursue what they truly love.
Chapter Seven
In the days leading up to the trailer's release, Game Science consistently posted trailer posters on their official Weibo account. One poster each day was accompanied by a few lines of text or a short poem. On August 19th, the day before the trailer dropped, the caption Game Science provided for the poster read: "Once I was so old, now I am in my prime."
These words are derived from "My Back Pages," a song by American folk legend Bob Dylan. In this song, Dylan unhesitantly criticizes and ridicules his past actions and stances – poignantly, he was only 23 at the time. The song is composed of six verses, each beginning with reflections on the past and ending with the line mentioned. The final two verses go like this:
With the stance of a warrior,
I aimed my spear at those full of empty talk,
Uttered my manifestos,
Caring not if I contradicted myself.
My life was guided by a tumultuous vessel,
Where rebellion brewed aboard at every turn.
Once I was so old,
Now I am in my prime.
Indeed, the imaginary threats fueled my fighting spirit,
The sense of moral superiority made me reckless,
I deceived myself constantly,
Fantasizing about what I must protect.
For some reason, back then, I drew a clear line
Between good and evil.
Once I was so old,
Now I am in my prime.
Epilogue
At 7 PM on the 20th, I arrived at a cinema in Hangzhou. Feng Ji had previously informed me that all Game Science employees were to watch a movie together that evening, a team-building exercise and a celebration of a milestone achieved. He had invited me along and also mentioned a surprise he had prepared for his colleagues – before the film began, the cinema would screen the trailer for 'Black Myth: Wukong.'
As the hour drew near, developers from Game Science trickled into the cinema in twos and threes. They appeared no different from ordinary college students or overworked white-collar workers numbed by their jobs. One wouldn't guess they were the creators of this game. Glasses perched on their noses, clad in T-shirts and sandals, their faces devoid of overt emotion, they seized every opportunity to glance at their phones.
I approached one of them, asking, "Are you with Game Science?" He turned to me and confirmed, "Yeah."
Casually, I inquired, "The video you guys put out today did pretty well, right? How are you feeling about it?"
He eyed me suspiciously, pausing for a second before replying stiffly, "Ah... this... I have nothing to say on that..." Then, he walked away slowly but resolutely.
Feng Ji couldn't make it; he was tied up with other matters. After the video's release, his WeChat exploded with messages—congratulatory notes, inquiries, collaboration proposals. The admin staff at Game Science told me that several groups had visited their office that afternoon, including two groups of players. "They said they were nearby, got excited after watching the video, and decided to drop by—we gave them a tour of the office," the admin shared.
Game Science had reserved a small theater. About thirty people sat inside—the very team behind the game. In the morning, they had been stars in the eyes of gamers nationwide, yet now, their faces betrayed little.
But their excitement was palpable. Seated, they fiddled with their phones, surfing the web. Some discussed the video's view count on Bilibili, one voice wondering, "It's already hit 5 million views, do you think it'll reach 8 million tonight?" Another responded, "Are you kidding? Views don’t grow linearly."
Close by, I guessed a pair of planners, chatting while scrolling through their phones. One said to the other, "Some comments suggested making the death screen look better since players will die a lot." They chuckled, and after, the other commented, "We should definitely make it spectacular!" More laughter followed, then one suggested, "Why don't we write, 'Victory and defeat are common in war, hero, please try again!'" The other clapped, exclaiming, "Great! Retro!" They put down their phones, grinning at each other.
The lights dimmed abruptly, and Game Science's logo flashed on screen, causing a brief stir among the audience—only for silence to swiftly descend. The trailer they crafted, which had electrified the entire internet that morning, played out, yet everyone sat upright, the theater utterly quiet.
When the trailer ended, as expected, the cinema remained hushed. A smattering of applause started but quickly died when few joined in. An atmosphere of silence enveloped the room, devoid of cheers, applause, or whistles, none of the excitement one might expect at a movie screening. I guessed it wasn't due to being stunned or numbness, but shyness—the developers weren't accustomed to expressing their emotions. They just sat there until the lights came back on.
The admin entered the theater, informing everyone that the main feature would start in eight minutes.
The developers sighed collectively, and tranquility returned. After a moment, a voice asked, "Can we watch it again?"
submitted by Basic-Language-8284 to BlackMythWukong [link] [comments]


2024.05.29 21:46 OneWhoLivesInTheSky Curious of anyone was going to buy the RTB random trading cards

Curious of anyone was going to buy the RTB random trading cards
Curious if anyone was going to buy the random trading cards that gives u chance to attend the farewell party or a autograph polaroid? If so how many did u get? ( no judgement lol) I myself have purchased some. 100 different cards is awesome hopefully no duplicates for me.
submitted by OneWhoLivesInTheSky to twice [link] [comments]


2024.05.29 20:30 Cook1919 Farewell Alt Art

Just something I thought of while continuing to work on some of my Halo cards set. Felt like the art fit on the farewell card.
submitted by Cook1919 to custommagic [link] [comments]


2024.05.29 05:32 Babybench9997 Is this fr?? Thread of cast who didn’t get along and found this

Is this fr?? Thread of cast who didn’t get along and found this submitted by Babybench9997 to DesperateHousewives [link] [comments]


2024.05.29 04:12 supersecretburnerxd Bought a Sophie plush for my friend who’s moving away

Bought a Sophie plush for my friend who’s moving away
On the 12th of June, my friend is moving away and she’s most likely not coming back. Our friend group decided to get her a farewell gift on our last hangout, I chose to get her one of the very few remaining Sophie plushies in stock
The reason I chose an expensive shipping option is because it’s the only option where I’m guaranteed to get the plush delivered on time. The cheaper option arrives on the 13th at the latest, and I wanna prepare for the scenario in which she leaves earlier than expected.
man if only she had a green card 😞
submitted by supersecretburnerxd to tales [link] [comments]


2024.05.29 03:57 lirin000 First Modern Horizons 3 Commander Decklist Posted

Haven't seen this posted anywhere in its entirety yet, so here's the link:
https://magic.wizards.com/en/news/announcements/modern-horizons-3-commander-decklists
First up was Creative Energy.
First glance, there's some pretty big reprint news here:
[[Aetherworks Marvel]]
[[Goldspan Dragon]]
[[Akroma's Will]]
[[Gonti's Aether Heart]]
Probably best to unload what you have of these before the new supply hits the market. Some others like Farewell and some lands too. On the other hand just those cards alone pay for the deck pretty much so that's nice I guess.
ETA: Full Eldrazi deck now up on MTG Goldfish, so here's a link to the MH3 Commander Precon decklist page too:
https://www.mtggoldfish.com/articles/modern-horizons-3-commander-decklists
ETA: Eldrazi now on the official MtG site above as well as MTGGoldfish.
submitted by lirin000 to mtgfinance [link] [comments]


2024.05.29 00:28 dustbowlchic A student employee at the college library where I work just graduated and gave me and my colleague this farewell card- with a charming postscript

A student employee at the college library where I work just graduated and gave me and my colleague this farewell card- with a charming postscript
We bonded upon discovering that we both watch hivemind. Eden you better look out for your manz 👀
submitted by dustbowlchic to HivemindTV [link] [comments]


2024.05.28 19:35 mweepinc [M3C] Enchantment, Instant, Sorcery Reprints (Creative Energy Precon) (WeeklyMTG)

[M3C] Enchantment, Instant, Sorcery Reprints (Creative Energy Precon) (WeeklyMTG) submitted by mweepinc to magicTCG [link] [comments]


2024.05.27 13:44 JaFoRe1 Silver Fox Of Ani: An Actual Tale On Ginko?

Silver Fox Of Ani: An Actual Tale On Ginko?
Silver Fox Of Ani: An Actual Tale On Ginko?
The vulpine entity by the name of Gingitsune/Ginko/銀狐 was first mentioned via “Miyagawa-noya-manpitsu”「宮川舎漫筆」(Edo Period) by Noya Miyagawa though this entity was merely described as one of the five Zenko/善狐 along side with other vulpine entities such as Kinko/金狐.
While there has been many unsubstantiated reports on Gingitsune floating online devoid of primary source(s), I managed to find an actual collection of tales of Gingitsune from Kita-akita Dist. (Akita Prefecture). The first version of the tale that I initially found is recorded by Masaru Morimura/森村 勝 (1956) which is as follows:
Long time ago, there was a wealthy merchant from Ōsaka/大阪 who spotted a silver fox in his garden. Though when the fox awoke she transformed into a human who was, in fact, his wife.
Now that her true demeanor got exposed, the wife bid farewell to her merchant husband. The merchant, however, wanted her to stay with him; thus, embarking on a journey to seek her out. Then one day, the silver fox wife revealed herself to her former husband once again and instructed him to travel up a certain mountain. Doing what he was told, he went into the designated mountain and came across a rock glittering in gold. Alas, this mountain became to be known as Ani-kōzan/阿仁鉱山 (in modern day Kita-akita City)(above image); a mountain rich with precious materials such as gold, silver, and copper.
Now, it’s important to note that there are no evidence which suggest that the silver fox wife of Ani-kōzan and the one mentioned in Miyagawa’s work being the same entity. Though considering how the former entity has a verifiable lore unlike the latter with only its name being mentioned, interpreting the tale of Ani-kōzan as the sole lore for the elusive silver fox.
For additional information, the tale of Ani-kōzan’s origin recounted by Morimura can be traced back to year 1670 via “Akita-kinzan-kyūki”「秋田金山旧記」(author n/a) according to the Wikipedia page on Ani-kōzan (although Morimura’s recount being paraphrased far more simply in comparison to the original tale from 1670) also introduced another origin tale written prior in year 1637 via ”Dōzan-mokuzanhō-kyūki”「銅山木山方旧記」(author n/a) which follows a quasi identical plot as its counterpart from 1670; minus the silver fox wife.
The 1670 version of the tale is as follows:
A man named Hachiemon Takaoka/高岡 八右衛門 was dispatched to the village of Ani/阿仁 by a wealthy tea merchant from Ōsaka and owner of Kitaguni-ya/北国屋 (tea shop) by the name of Kichiemon [吉右衛門 for business ordeal. One day, when Hachiemon returned home from work, he found his wife to be absent and instead, found a silver fox in slumber.
Hachiemon tried to cast away the animal only to witness the beast gradually transforming into his actual wife right in front of his eyes. Saddened from how she was treated by her own husband, the silver fox wife left the house while Hachiemon apologized, but to no avail. As he followed his wife, Hachiemon ended up at a locality called Gokuin-zawa/極印沢 in the middle of the mountain where he promptly fell asleep due to fatigue.
While sleeping, his beloved silver fox wife appeared next to where his head rested and taught Hachiemon where the ore deposit in the mountain was.
Based on how this aforementioned tale from 1670 is also told (though slightly different in details) in the Inari Shrine of Gokuin-zawa (via Akita University/秋田大学 online repository), it’s suffice to say that this silver fox wife may have been a deity of this particular shrine.
submitted by JaFoRe1 to u/JaFoRe1 [link] [comments]


2024.05.26 17:15 UniversityOfRadlands Radlands: Cult of Chrome — The Big Picture, by the Designer

I am not the designer, I have copy and pasted this text from his post on BGG and the Radlands Facebook group. It is a great read, enjoy!
Greetings, punks!
I’m Daniel, the original punk, and designer of Radlands.
I’m very excited to tell you about Cult of Chrome, the expansion for Radlands. I’m going to do a fairly deep dive into this, for those who are interested. This will be somewhat long.
Before I do, everyone should know that I’ll be doing 23 previews of camps from the expansion, in the lead-up to the release. Make sure to check back here.
Let’s start right at the DAWN OF TIME, with Radlands itself.
I never intended for Radlands to have an expansion. If there was something that could go in an expansion, it could just go in the base game instead. I wanted to make a game with amazing gameplay and replayability, in a small package. Many players really appreciate that this is a product they don’t need to keep spending money on, to keep enjoying it.
Today, Radlands is still selling well, with around 150,000 copies sold already.
When Roxley asked me to do an expansion, I agreed that one (and only one) expansion would be reasonable. It just needed to be done properly.
I saw posts on the forums, where players talked about an expansion. Many of them said that Radlands didn’t need an expansion, and others said they didn’t want the game ruined by one. It was an elegant game, that was great as it was. I agreed. As a board gamer myself, I’ve been let down too many times, by expansions that bloated or warped a great game, for no real reason.
However, I also knew that people would love to have cool new stuff. Could these things be reconciled? I felt like they could.
Roxley gave me complete free rein to make the expansion as I saw fit, with the only real proviso being that it had to fit into the box for all versions. That was very reasonable, and allowed for 32 more cards.
I decided on the following approach, and put it in my explanatory document for Roxley:
“This expansion should contain content that is new, exciting, and has great gameplay. As much as is possible, this content should be built within existing systems, rather than via the alteration/addition of systems.”
To be clear, this expansion is full of cool new stuff, with NO new rules. This is MORE RADLANDS.
I obviously can’t guarantee that everyone will love this expansion, but virtually no one will dislike it.
First, what kinds of cards would actually be in the expansion? I decided that camps added the most longevity and value to the game, and the space would be best spent on those, while leaving the deck unchanged. There’s no great value in disturbing the deck, by adding a few people or events, and making the fundamental play of the game slightly different. Better to just use all the space for a massive new chunk of 32 new camps!
There will now be 66 deck cards (unchanged), and 66 camps.
Radlands already has so many novel camp combos. Adding 32 new camps makes that number multiply many-fold, not just double. The new camps, when used on their own (which you can do), have as many internal combos as the base game. Now, consider how many new combinations there with new and old camps!
There was a bit of a problem with having 32 new camps, though. Radlands has 34 camps. Why? That was all I could come up with. Was it actually possible to make so many more camps, without adding new rules and concepts, or having the new camps just be really complicated or second-rate?
I had to reach this target of 32 camps, which I knew wouldn’t be easy. However, I knew there must’ve been some camp ideas that I missed the first time around.
• I went through every game rule, zone, concept, and object, thinking about cards that could reference it. • I mapped the existing camps into a four-page long taxonomy of concepts, so I could explore the space more methodically. • I created a spreadsheet that randomly generated new camps. It created mostly nonsense, but occasionally sparked an idea. • I drew hands of camps, and thought about what non-existent camp they’d combo with. • And, I just endlessly pored over the card file. Thinking about one camp often yielded ideas for new ones.
I did this for weeks, and reached the magical number of 32. In fact, I created over 100 plausible camps. The next step was to cull them down to the best 32. This expansion wasn’t going to be just any camps, like the base game. This was going to be the best of the best!
Roxley and I then recruited fans of the game, to playtest this mass of unrefined camps. About 40 people volunteered to help. This was actually a very big job we were asking of people, and the work was really done by about 6 diehards. They’ll get 5% off their 10th copy. My thanks go out to everyone who expressed an interest in helping.
The playtesters played the camps endlessly, on Tabletop Simulator. I created a spreadsheet, and each playtester had their own column, where they could rate each camp out of 10, and give feedback. It took a lot of ratings before I could start culling. But, over a few months, I used the ratings, my judgement, and (later) a whole lot of discussion, to eventually narrow it down to the final set. This final set was loaded with camps that real fans played with and loved. What they liked and didn’t like was sometimes surprising to me. Don’t feel sad for the camps that didn’t make it. I extracted the full value out of those original 100 designs. During the previews, I’ll talk more about this.
Later on in the process, I asked the playtesters to submit their own camps. They were added anonymously to the game, and rated by the other playtesters, as well as being evaluated by me. They were given equal treatment to the other camps. There was a process, but later on, I would just say “spam me with any cards or card ideas at any time. I’m mainly looking for X.” Like most game designers, their early ideas were complex and wacky. However, they eventually got good at designing cards that were elegant and interesting but not totally off-the-wall. Designing complex things is easy. Designing simple things is hard. Five of the final camps were designed by the playtesters to some extent (some are unchanged, while others just have some distant relationship to a playtester’s original idea.)
Also, during this time, Gavan, boss of Roxley, asked me if I also wanted to redo some of the base game camps in Radlands. I jumped at this opportunity. I could get rid of 10 unloved camps from the base game, and give the players 10 juicy new ones from the expansion file. This wouldn’t just be an opportunity to give the players better camps, this window of 10 camps would let me stuff a whole lot of much-needed things into the base game, that would make it play better. I was also asked to keep the original camp art, which wasn’t too hard.
My apologies if you liked any of these 10 camps, but they were the least liked ones. Please pay your respects, and bid them farewell. They are: Cache, Cannon, Construction Yard, Obelisk, Resonator, Scavenger Camp, Training Camp (you’ll see why later), and Warehouse. Mercenary Camp is also being replaced, because it’s often oppressive. Command Post is just having one starting card knocked off, as there are now far more punks in the game. So, you’re really getting 9 new camps.
The 32 expansion camps are significantly better than the original game’s camps, both individually, and for the gameplay overall. The 9 base game replacement camps are huge improvements on their previous incarnations, even if you liked the old ones. This means 41 great new camps.
There are some things that were underutilised in the game, and I wanted to use them more, like punks, the 3T slot, movement of people, and traits. I also wanted to push the game in certain big-picture directions, like reducing stalls and repetition. I also wanted to create camps that would allow for more different play styles. I’m happy to say that this was all achieved.
This is the only expansion Radlands will ever have, and I’m very happy with how it rounds out the game. An unnecessary amount of thought and work went into it. I hope you like it.
Keep an eye out for the previews.
Daniel
submitted by UniversityOfRadlands to Radlands [link] [comments]


2024.05.26 08:02 Secure-Season3981 Sidemen Disstracks

I asked AI to make sidemen disstracks.

KSI

Yo, JJ, think you’re the king, but you’re really just a pawn, Claim you’re undefeated, but your talent’s overdrawn. Got a million subs, but your music’s outta tune, Fighting Logan Paul? That’s your peak, you’re a goon.
Acting all tough, like you’re the alpha of the pack, But Deji’s got more heart, that’s a certified fact. Your raps are weak, man, your bars don’t impress, Even Ricegum’s better, gotta confess.
You’re loud and obnoxious, always seeking attention, Without the Sidemen, you'd fade to dimension. Stop acting like a big shot, you’re just a joke, KSI, more like KSI-wannabe-bloke.

Simon (Miniminter)

Simon, the tall one, but there’s no substance there, In the shadow of your friends, dude, life’s unfair. Always second fiddle, just a background filler, Got no game, no fame, you’re a YouTube killer.
Think you’re funny with your dry, deadpan jokes, But your humor’s so stale, it’s provoking folks. Can’t keep a girl, always in the friendzone, Miniminter? More like Miniminter-Alone.
Football skills lacking, couldn’t score if you tried, Living off the Sidemen’s fame, yeah, you ride. Got a long way to go, to be even mid-tier, Simon, you’re a punchline, that’s crystal clear.

Josh (Zerkaa)

Old man Josh, yeah, you’re ancient in the game, Trying to stay relevant, but it’s all in vain. Zerkaa the invisible, the one no one remembers, Living off past glory, burning out like embers.
You’re the grandpa of the group, always lagging behind, While the others make waves, you’re just losing your mind. Your vlogs are boring, no one’s tuning in, Even your gaming’s weak, can’t get a win.
Got a podcast no one listens to, who you tryna fool? Zerkaa, your time’s up, you’re out of fuel. Keep dreaming, Josh, that you’re still in the race, But you’re a has-been, man, just face the disgrace.

Ethan (Behzinga)

Behzinga, Ethan, always chasing clout, Lost weight, but still, can’t figure it out. Fitness transformation? Yeah, that’s all you got, But personality-wise, man, you’re left to rot.
Your laugh’s annoying, like a hyena on crack, Always loud, always extra, bro, take it back. Trying to flex muscles, but your content’s weak, Even with gains, you’re still looking bleak.
Got a gym membership, but not a single brain cell, Behzinga, your channel’s a ghost town, farewell. Keep lifting, Ethan, it’s all you’ll ever do, Your relevance is fading, that much is true.

Vik (Vikkstar123)

Vikkstar, the nerd, think you’re smart, think you’re slick, But your gameplay’s basic, yeah, it’s pretty sick. Minecraft and COD, that's all you ever play, Same old content, every single day.
Always out of sync, can’t keep up with the crew, They’re making big moves, while you’re stuck like glue. You’re the weak link, the nerdy outcast, Living in their shadow, your time’s long past.
Think you’re a genius, but you’re just a geek, Even in your prime, you’re past your peak. Vikkstar123, more like Vikkstar nobody, Just a tag-along, in this Sidemen comedy.

Tobi (TBJZL)

Tobi, the nice guy, but you’re way too soft, In the Sidemen circle, you’re always tossed. Got no edge, no bite, just playing it safe, But in this savage game, you’re way outta place.
Your positivity’s boring, it’s not gonna last, Always the background, fading real fast. Can’t stand out, no matter how hard you try, TBJZL, more like TBJ-Zzz, goodbye.
Think you’re inspirational, but you’re just bland, In this sea of sharks, you’re just quicksand. Nice guys finish last, and that’s your role, Tobi, in this rap game, you’ve got no soul.

Harry (W2S)

Harry, the wild card, always causing a scene, But your reckless antics are just plain obscene. Think you’re hilarious with your over-the-top pranks, But deep down, you’re just filling in the blanks.
Always raging, always screaming, bro, calm down, In this game of kings, you’re just a clown. Your FIFA skills declining, can’t keep up the pace, W2S? More like W2-Face.
Throwing shade at everyone, but you’re the biggest mess, Always in drama, but can’t handle the stress. Harry, take a step back, you’re falling apart, In the Sidemen’s lineup, you’re the weakest part.
submitted by Secure-Season3981 to miniminter [link] [comments]


2024.05.25 13:06 Puzzleheaded_Pin1881 Will I be able recover from broken IVF relationship

My partner has just left me after our 8-year relationship and our IVF journey of 5 years with 8 failed transfers came to an end. He said he was tired, scared, and had lost confidence in our future. He wants to have a normal life like others, having a child around. He said he can't fix everything. He is happily living with me at the moment, but he doesn't know if he will regret it in the future. The child is the big stone in his jar. I can give him lots of little pebbles, but I won't be able to fill his jar with that big stone. I have offered every option I can think of, including adoption and surrogacy, but he said both options have a lot of uncertainties and don't guarantee an outcome. He can't take any more failures and doesn't think he will be able to overcome them.
If we had known at the beginning that IVF wouldn't succeed, he probably would have considered a better option for us without going through all this pain. It's just so many things are going wrong at the same time—his work and IVF. He couldn't take any more stress in his life. If his work were okay, he might be open to adoption or surrogacy. But he has no energy or faith to deal with everything at once. His life has so many disappointments, and he couldn't face any more. I used to think that our IVF journey would make us a stronger couple, but unfortunately, it didn't. I know he is depressed and needs his own time and space, and I have to let him go because he is a good man and deserves a family. But damn, I just can't stop crying. He is with his family now, and I am moving out in 2 days. I don't know how to pack and don't want to pack. It's so surreal. It just feels like he is away on a normal business trip, but when he's back, I won't be here anymore.
I know people say he wasn't good to me and left me for this, but why can't I hold myself together and move on? Why do I still love him? Life was never easy for me before I met him. My mum passed away when I was 9. I had a 10-year marriage, and my ex was a completely bad guy. Until I met my partner, he helped me build hope and confidence in my life again. I can't fault anything he did during our 8 years together. He was always there, looking after me and taking care of me. No matter what happened, he always held my hand and said, 'Don't worry, you have me, and we will fight together and find a way.' The 5-year IVF journey was hard, but he helped me through the whole process. So, I didn't see this coming.
Today is day 2. I've been thinking about him all day, hoping he would message me, but he didn't. When I saw him online on WhatsApp, I really wanted to send him a message to tell him I loved him and missed him. I know I am being foolish. It's 1 in the morning, but I still can't sleep. I've been talking to ChatGPT all day, just hoping it will take my pain away. ChatGPT told me to keep a journal. I called Samaritans because I felt I lost all my strength. I live alone in this country, with no family and close friends around me. I just don't know if I can make it through this time.
Day 3 is getting worse and worse. I couldn't control myself. I messaged and called him. He is at his family party. We've been invited as a couple, but now I can't join them anymore. He told me to go out and relax and that it will get better. He said we've both been in this situation before from our previous relationships, so it will be alright this time. I can tell he is on his way to moving on, which makes me even sadder. I keep asking God, why me? Why does our relationship have to end like this? Day 3 didn't go well, but at least it's nearly over. I called him and he called me. I cried and cried and asked if there was a slim chance for us. The reality is brutal; the answer is NO.
Day 4, I still can't sleep. I can't stop thinking about his face when we talked yesterday. I can tell he is more relaxed. I did ask him what if a new relationship doesn't work out as he expects. He said it's okay. At least it will give him a chance or the possibility to have a family, which is already enough and a relief for him. I am trying to understand his decision because I am stuck. I've been thinking about how and when things went wrong. The IVF journey has made him tired, and all the disappointments have made him stressed and sad. But I am the same. The only difference is I have no choices left; the only options are either adoption or surrogacy. He still has a few cards left to play. He said life with me will be a tough journey, and he doesn't think he can help me go through it because he needs to help himself. He's been fighting all his life for everything, but it hasn't gone well. He hasn't accomplished anything. And having a child is an accomplishment he wants in his life. I am 46 and he is 42. I know he needs to hurry up so I should let him go, seeing that he has lost a lot of weight and is suffering from deep depression. I want to see him happy again, but at the same time, I don't know how to be happy again without him.
It's so hard not to contact him. We always texted and videoed each other when one of us was away during the past 8 years. I told myself to stop texting or calling him anymore. It sounds pathetic, but I am still missing him so much.
I haven't contacted him today. I called my dad and told him everything. I thought I was on the right track until, in the middle of my lunch, a sad feeling suddenly hit me. Then I started crying again. For 4 days, I’ve woken up alone, eaten alone, and slept alone. I know it's unhealthy, I haven't gone out for 4 days, but I just can't. My friend told me that no matter how much I miss him or how desperate I am to call him, I need to hold myself back; otherwise, I will never get over it. But I am still thinking about where he is, what he is doing now, and how he is.
I am packing now, so many memories together. Nearly called him, messaged my friend to stop me calling him. I didn't call him at the end.
Day 4 is nearly gone. He called earlier, but I didn't answer the phone. I know he just want to check if I am ok, but I don’t want to cry in the front of him anymore. Even I am desperate want to talk to him, but I know it’s not good for me to move on.
Day 5, another sleepless night. Today I am moving out, leaving the city I came to because of him. Looking at this house filled with memories, everything was put together by us. Tears burst out suddenly. I miss him so much, I want to call him, I want to ask if we really can't go back. There are so many people in this world, but there is no longer an "us."
Suddenly I am so calm to the point where it scares me, I clean the room, vacuum, mop the floor, do laundry, fold clothes, take the bin out, tidy up the fridge, clean the kitchen, and water the plants. It feels like a farewell ceremony for myself. In two hours, I will be saying goodbye to all the memories in this house. I tride not to call him. I once swallowed my pride to save this relationship. Now, I want to keep my pride because he knows exactly how I feel, yet he still left. But I am still sad.
Day 5 is nearly over, back to my house. I didn't call him, but still checking if he is online. I even went to see his LinkedIn. I know I shouldn't, just just can't resist.
Day 6, managed to get a few hours of sleep last night, but then the anxiety attack hit me. Last night, my friend said something didn't add up. He must be seeing someone or at least have someone in mind. I tried to deny it, but deep inside, I know it might be true. Knowing he is seeing someone makes me anxious. I know I need face and accept the brutal reality, but I can't, I don't know how. I wish I have the strength. But I just want to text him, say morning to him, say I missed him. but I need to hold myself together. Life is hard, but I didn't expect this hard.
He texted me, asking how I am and if I want him to call me back. I know he probably just wants to check if I am okay or to make himself feel better, less guilty. But I don't know how to reply. If I say I don't want him to call me, it's a lie. If I say I want him to call me, it will make me more sad. I know I will cry when I hear his voice and see his face. And what are we going to talk about? How much he's been moving on, or me? In the end, I didn't reply.
He just called me. I answered, and I tried very hard to hold back my tears and not show my emotions. He said it's awkward to talk to me like this. I don't think I can hold a conversation like we used to. Yes, it's awkward. But what can I do? Carry on talking like a friend, knowing he has already moved on? He said he just wants to help me. I told him I appreciate that he still cares about me, but the only person who can help me is myself. It's better not to call me anymore. I don't want to see him talking to me like a caring friend. After the phone call, I felt like I run out of all my energy and cried again.
Day 7, I dreamed of him last night. In my dream, we were like the couple we used to be, living a normal life together. I lost my mind when I woke up; I just wanted to go back to my dream and didn't want to wake up. Then I regretted telling him to stop calling me, but it's so hard to see his face knowing he is not with me anymore. Yesterday, I could tell from his face that he was only calling to check if I was okay; there was no love anymore. But I still love him, still miss him.
Day 7 is nearly over, and I am missing him. He didn't contact me. There were a few moments when I nearly called him. I don't know how I feel now. Sometimes I'm okay, sometimes I want to cry. I know I shouldn't think about him. I just can't understand why he suddenly decided to give up our 8-year relationship. People say everything has a reason. But what's the reason? Is it that I don't deserve a family?
Day 8 I dreamed last night. I can't feel pain in my dreams; I wish I could live in my dream. Now I understand alcoholics, they don't feel the pain when they're drunk. I don't want to wake up.
I went to the office today. I tried to keep my head down to avoid any conversations with my colleagues. I don't think I can control myself from crying if they talk to me. But hearing the normal chat makes me sad. They talked about holiday plans or their daughters' school prom dresses. It feels like my life has lost purpose. Back home alone, I can't stop checking my phone, just wanting to see if he is online or not. I don't know what I expect. Sometimes I want to delete his WhatsApp, but I can't.
Day 8 is finishing in 5 minutes, I nearly called him, my finger nearly touched the video. It's hard. I am afraid I can't hold on any more called him then regret.
Day 9. I still can't sleep. Only sleeping can take my pain away. I dreamed about him last night. In my dream, I asked him why. I was more sensible and normal in my dream, but when I woke up, I felt sad again.
Day 9 didn't go well. God didn't give me enough strength to hold myself together. I called him tonight to ask for closure, to know what he really wants to do. He couldn't give me an answer, just saying he doesn't know what his decision is. But at the same time, he said he doesn't have the same feelings as before. I said I just want an explanation—a breakup, him wanting to move on, or any explanation. But he didn't.
Day 10 didn't sleep last night. I send this final message to him. It's my closure.
I hope you managed some sleep last night. I’ve been thinking about our conversation whole night. We had many highs and lows, happiness and sadness, but I had a great 8 years with you. The last 6 months have been a big challenge for both of us, but I want to thank you for supporting and helping me with the IVF journey. I don't think I could have survived without you by my side. You said the IVF journey was shit, but I don't regret it. If life could go back, I would do the same. I just feel sad and regretful that we didn’t see a positive result at the end. I wished I could hold your hand and tell you not to worry, we could get through it like we used to, but I know I can’t say it because I have lost my place in your heart.
Don’t be afraid of making decisions; you didn’t make any wrong decisions. Every decision you made at the time was with the hope that there would be some good for us. And you’ve achieved a lot in your life. Maybe you are at a bottom of your heard right now, and you can’t see it, but you will get over it because you are such a good man and you will find happiness again.
Yesterday, when I asked you to give me closure or an explanation for our eight-year relationship, you said you couldn’t. I admit I was heartbroken when you said you don’t miss me that much and that the feeling is gone. Because I still miss you every single minute, I am still loving you. And you stop calling my amore and giving me bacio. So I know what your closure or explanation is, you probably just couldn’t put it into words.
Rather than say this message is for you, it’s actually for myself. This is my closure. I won’t disturb your life anymore. I don’t want to wish you a happy life because I know you don’t need my bless and will find it. All I want to say is thank you for looking after me and giving me a happy time that I never had. Take care of yourself, eat three meals a day, and go to bed early. Addio
submitted by Puzzleheaded_Pin1881 to IVF [link] [comments]


2024.05.25 10:51 SanityIsOptional Specs for Azlask, the swelling scourge

After looking at [[Azlask, The Swelling Scourge]], and thinking, I've come up with the following as cards that I expect will go up due to him. Mostly focusing on an aristocrats theme:
This is on top of the more obvious ones (which are also more likely to be in the precon): [[Pawn of Ulamog]], [[Awakening Zone]], [[Sifter of Skulls]], [[From Beyond]].
I'm ignoring the more general aristocrats things like the Altars, and tribal cards like changelings as they likely won't see the same spike in overall demand as things more narrowly tailored to the new Eldrazi will (as they have a much higher existing demand).
submitted by SanityIsOptional to mtgfinance [link] [comments]


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