top of page
Writer's pictureVanessa Amaral

Synergy Land founders and Treasure AMA

Synergy Land's founders, Carlos and Oscar, aka Taidan and Madlman join Treasure's Co-Founder, Karel, and Community Manager, X, for a special AMA to celebrate the latest announcement about Synergy Land moving to the Treasure Chain.


Below you can find the full transcript of the conversation. Enjoy!




Transcript

X:

All right, let's not keep people waiting. Can everyone hear me okay?


Karel:

Good to go. Perfect.


X:

Excellent. This is shaping up to be a really awesome space. Thank you, everyone, for joining us. I see a whole bunch of new faces in the audience, which is fantastic. Welcome to all our Synergy Land friends and, of course, everyone from Treasure who’s here to meet our new friends. I'm X, the Community Manager at Treasure. With me is Karel, COO and Co-Founder, and today we have Taidan, the CEO, and Madlman—is that how you pronounce it? I've never been sure—the Game Director of Synergy Land.


Oscar:

That's correct. The pronunciation is Madlman, yes.


X:

Fantastic. We’re really excited to have you both joining us today and also at Treasure. Karel, do you want to jump in and give everyone a bit of a rundown of your thoughts on Synergy Land joining Treasure?


Karel:

Yeah, thanks for hosting this. It’s always nice to have new friends and for us to chat in these spaces, dig a little deeper into everything. For those of you new to Treasure, I’m sure we’ll be seeing a lot more of each other. We’ll be on Discord, playing the game, and all that. To give a quick overview, Treasure is arguably the most decentralized game ecosystem we’re building on Arbitrum, and it’s home to some of Web3’s best games. Synergy Land is the latest addition to that roster, but we have many more, including games like The Beacon, Zeeverse, and Knights of the Ether. There are so many that I always miss a few, and people get mad at me for it, but we’re at a point where we can’t list them all.


It’s been amazing to see this all come together. We’re incredibly excited about Synergy Land joining us and working with Carlos and Oscar. They have a fantastic vision for what they want to build. Importantly, they care deeply about IP, the game itself, and the players. It’s refreshing because it’s more than just talk. There are a lot of games out there that launch, raise funds, announce things, have a mint, and then you don't see the game for a really long time.


I think we’re at a point now where this partnership is really on the cusp of something big, especially with their dungeons release coming up, which we’ll talk more about. There’s a lot to be excited about within the Treasure ecosystem and for Synergy Land itself. There’s so much we can do together to take this to the next level, both in terms of making the best game possible and bringing it to as many people as possible. I won’t go too deep into it; we’re going to talk about it more. But yeah, I’m personally really excited about all this. I’m a big fan of the genre as a whole and have spent way more time than I’d like to admit on some of their inspirations, like Diablo and Torchlight. It’s going to be great to see this come into the fray here.


X:

Well, if anyone wasn't excited yet, they certainly have to be now after that. Did anyone out there actually see the video released yesterday? Throw some thumbs up on Twitter if you watched the video.


Karel:

I have to say, you should go to the YouTube channel and thank Madlman for all the hard work that went into that.


Oscar:

It was a collaboration.


X:

Sorry, go on.


Oscar:

I just wanted to say that it was a collaboration between you guys and us. I have to admit, I was on vacation while making the video, but it was a pleasure to do. I think the result, with your feedback, really captures the feeling of what unites us.


X:

Definitely, it turned out great. Whoever was responsible for it, it was a nice collaborative effort. That's brilliant. Let's jump into it—the proper comments of the space. A bit of an introduction from you guys would be great. Who are the two of you, and what is Synergy Games? Maybe a bit of your history, places we might recognize that you've been a part of, and how you got into making games and then into Web3.


Oscar:

All right, maybe I can start. My name is Oscar, but everyone knows me online as Madlman. I've been in video games for around 15 to 18 years—it's been so long, I don't remember exactly. My inspiration was my brother, who also makes video games. He was a game director for a very old saga of games called Commandos. Some of the older folks here might remember it. He inspired me to join the video game industry as well. Throughout my career, I've worked at places like MercurySteam, where I worked on the Castlevania saga for Konami. I moved to 2K Games, working on Mafia II and Mafia III. I also worked on Warhammer: Vermintide I and II. Later in my career, I switched to mobile because I saw that the market was growing and it was really interesting to me. I joined Madfinger Games, where we developed Dead Trigger, a very successful mobile game. We then moved on to Shadowgun Legends, which is also very successful, and later on to Shadowgun War Games. So yeah, that's my 15+ years of experience. I've done a lot. I started my career as a generalist and worked my way up to Game Director when I joined Madfinger Games. After that, I founded Synergy Games with Carlos, and here we are, working on this awesome game called Synergy Land that I hope you all like and enjoy very soon.


Carlos:

Great, I think it's my turn. Oh, please go ahead.


X:

No, I was just going to bring you in, but you timed it perfectly.


Carlos:

Great. So, well, I'm Carlos, or as our community knows me on Discord, Taidan. It's been about 19-20 years since I started my journey in the video game industry. I've had the privilege of working with companies like MercurySteam, which is where I met Oscar—about 10 years ago, I think. I've also worked on titles for Nintendo, and at my last company before founding Synergy Games, I was at Ubisoft. There, I worked on titles like Assassin's Creed Valhalla, Metroid for Nintendo, and Castlevania: Lords of Shadow, among other exciting titles that I've been involved in.


X:

Fantastic. That's quite a lot of significant history, all contributing to building Synergy Games. Now, Karel, how many of those titles have you clocked and beaten the leaderboards for?


Karel:

Yeah, not enough, I would say. But I have played so many of them, and it's nice just to see the long-term collaboration and all the amazing work that's been done on the Synergy Land side.


X:

Definitely. You can really see it in the game that's out there right now. Speaking of which, what are the biggest influences you guys had, particularly from your experience working directly on other projects? What do you actually like to play, and where did the influences for the game come from?


Oscar:

Yeah, this is a bit of a funny story that ties into your question about how Carlos and I met and why we decided to build this company. As you've probably noticed, we both started at MercurySteam and became friends, playing everything together, like Diablo, Torchlight, Arcades, Black Desert—pretty much everything. Without even realizing it, we had the same idea for a game over those 10-15 years. Our influences are quite aligned, which is rare when you're building a company with someone else. If I had to pick one, my biggest influence is definitely Diablo II. I think it's one of the best games ever created. I love what Blizzard North did with it—it was a smaller studio, and they revolutionized the genre. Before Diablo, there was really nothing like it; they invented so much. They were the OGs of hack-and-slash RPGs, which we now enjoy.


As I mentioned before, my biggest influence is my brother. He's been an inspiration for me all my life. He started working in video games six or seven years before I did, and he was my hero. He was making video games while I was in school, and I was playing his games, almost like a tester for Commandos and other projects. So, my biggest influences are definitely my brother, who still inspires me today, and Diablo II. These are the sources of most of my inspiration and the feelings I draw from when creating games.


X:

And knowing my brother, he doesn't let you forget that it's actually his fault that you've ended up in this position.


Oscar:

Yeah, he reminds me every time that I'm here because of him.


Carlos:

I know, it's a bit sad because I thought I was the influence, not his brother, but yeah, it's good to know. Just kidding. I totally agree with Oscar. I'm heavily influenced by Blizzard, but if I have to choose one favorite, it's also Diablo. I've spent thousands of hours playing Diablo II and its other versions. Diablo II was one of the big games they released, and you can see part of that influence integrated into Synergy Land.


X:

Excellent. I can't wait to really dive into it, especially the upcoming parts, and see if I can spot all these influences. From what we've seen so far, it looks incredible. These are very solid influences, and wherever they've come from, they've obviously worked out into something beautiful. Speaking of the game, a lot of people in the audience are from the Treasure side and may not know much about it yet. So why don't you give us a nice rundown of the game? What do you want people to know about it, especially those who are just discovering it?


Oscar:

I have to be careful here because usually when I start talking about the game, I can go on for hours. I love the game so much that I tend to talk too much about it, but I'll try to summarize everything. So, our game doesn't have a specific story, but we do have lore. Let me explain a little bit about what happened before you join the game. Thousands of years before you actually join Synergy Land, there was a big explosion on the planet, which we call "The Shattering." This was caused by people trying to mine the purest form of ether from the Earth's core. Ether is the energy that drives magic and life in the world. But, as humans tend to do, they got greedy and tried to extract too much, making it unstable and causing the world to crack.


So, when you join Synergy Land, it's thousands of years after this event. The knowledge of the old ways is lost, and your mission is to rebuild society and the world of humans, or as we call them, Synergians. You find yourself on an island where everything is broken, and you have to build farms, crafting stations, and repair structures like windmills. You have to teach crafters new recipes that you find in the dungeons, among other tasks. Your mission is to bring back all the lost knowledge and help the world of Synergy thrive again with the technology we once had.


I usually describe the game as having four main pillars. The first one is the islands, which is a bit more casual. Here, you can plant crops, raise animals, and grow trees. You also have a house that you can build and decorate. On the island, you have a breeding station where you can raise and train pets. There are crafting stations where you can create thousands of items, such as potions, foods, weapons, and armors.


The second pillar, which is the most important and launching with our migration to Treasure, is the dungeons. This is the more classic RPG gameplay that we all know. You enter a dungeon, fight hundreds of enemies, solve puzzles, avoid traps, and find secrets. At the end of the dungeons, there are bosses that you need to defeat. If you succeed, you get some great loot, allowing you to tackle more difficult dungeons and exciting challenges.


The third pillar is PvP, which is our social aspect of the game. Here, you can fight with your character in arenas, usually in small-scale battles like 2v2, 3v3, or even up to 5v5. These are short, snappy battles, typically lasting around 5-10 minutes. We also have battlegrounds, which are larger scale with objectives, similar to Alterac Valley or Warzone in World of Warcraft. These can involve up to 40 players.


The fourth pillar involves pets. They add a collection aspect similar to Pokémon, where you find and raise them. You can find pets as eggs in dungeons or acquire them through other means. You need to care for them until they grow into adults. Once they're adults, you can send them on expeditions to gain experience, engage in PvP battles with other players' pets, or use them on your island for various benefits. Pets can also assist you in dungeons by healing, shielding, or providing other support.


Pets are a significant part of the game, and that's why we consider them one of the main pillars of Synergy Land.


X:

Fantastic. Well, there's a lot there that you've just shared, which I actually thought about when I was looking into the game over the last few days. There's quite a lot to this game, and it's fantastic. We're going to jump into details about the dungeons shortly, as that's what a lot of people are really excited about. But first, I wanted to run something by you. I was watching Ldart on Twitch earlier today, and he was in that area where the player is farming, gathering materials, and growing things. It all looked great and lots of fun, but I wouldn't want to be a rabbit on his farm. Is that a bit of a concern regarding his attitude towards rabbits?


Oscar:

You mean that you have to kill rabbits, and we try to keep it off-screen, so you don't have to see it. But unfortunately, if you want rabbit meat, you have to, well, "take care" of some rabbits.


X:

Absolutely. I was just giving him a hard time on his stream, which was fun. Now, why don't you tell us about the dungeons? Because I've already had people asking about them. When are they going to be available? And can you give us a bit more detail on what players can expect from the dungeons that are on the way?


Oscar:

So, I don't want to spoil too much, but I'll share what I can. The dungeons will be introduced with the migration to Treasure in September, in an update we call "The Way of the Hero." We named it this way because it's the first time you'll really feel like a hero. Gathering potatoes doesn't feel very heroic, but killing monsters does. So, with this update, the first iteration of dungeons will be available. You'll be able to enter what we call the Mine Entrance on your island. Each level of the dungeon will be different from the last. There, you'll encounter monsters that drop loot, and the main objective is to find the dungeon chest. You might also find pet eggs scattered around, so keep an eye out for those.


The goal is to go deeper and deeper into the dungeons. As I've mentioned before, this isn't the final version. Right now, the dungeons are seamless, with levels 1, 2, 3, 4, 5, and so on—currently up to 15, but they can go up to 50 if we want. Later, these will become unique dungeons with their own specific themes and bosses. For example, the first five levels in the upcoming update are what we call "The Mines." Eventually, this will become the Mine Dungeon, where you'll face a boss—likely a giant zombie miner—because the lore involves miners who were turned into zombies. The next set of levels will be "The Goblin Caves," which will also become its own dungeon, themed with goblins and featuring a boss called Grommart.


Each dungeon will be unique, with its own theme, loot, and unique boss at the end. For now, in this update, you'll experience these seamless dungeon levels. As you progress, the levels become more difficult, so you'll need to upgrade your gear to advance. The deeper you go, the better the loot and the rewards. There are some surprises I don't want to spoil, but at some point, players will find something in the dungeons that will be quite scary at first. However, once they figure out how to deal with it, it'll be really interesting.


X:

Right, so I'm going to be terrified and then have to figure it out. Okay, very good. Who's managing the Synergy Land account? The reactions are perfectly timed, by the way.


Oscar:

I think it's our marketing team, right?


X:

Brilliant.


Carlos:

Correct.


Louis:

Yeah, it's the rabbit killer here.


X:

Fantastic. I love dungeons, though everyone around here knows I'm not the best at beating them. However, it's Karel's bread and butter. So, I thought he might be in a better position to ask you a few more details about the dungeons. Got anything for us, Karel?


Karel:

Yeah. Dungeons are a big theme, especially in Diablo II and many other ARPGs. You often want to tackle these challenges with friends. I know multiplayer is a consideration. I'd love to hear your thoughts on that and how real it might be to implement one day.


Oscar:

For this initial implementation, you will be alone in the dungeons. But in the next iteration, we plan to introduce party features. Our initial idea was to allow parties of five, but we might also allow smaller groups because, let's be real, not everyone has five friends available. So, we may allow for two or three players to enter the dungeons together. The way it'll work is you can either invite friends from your friend list, meeting certain requirements like having a tank and a healer for the dungeon to start, or you can queue up for matchmaking if you don't have enough friends. In matchmaking, you select your role—tank, healer, or DPS—and the system will find a group for you. Afterward, you'll be able to see a list of all the people you've played with, so if you liked playing with someone, you can add them as a friend.


Later on, we also plan to have open-world dungeons where you can simply walk in and see if anyone else is inside. This will add a PvP element, as you might encounter either friends or foes inside the dungeon. But for now, the multiplayer aspect will be handled through matchmaking, similar to systems in games like League of Legends or Dota, where you queue up and find a team to dive into the dungeon with.


X:

Fantastic. So, are the early stages of the dungeons available now, or are they still coming soon?


Oscar:

The first iteration of the dungeons is not available yet. There is a demo you can try, which we created a long time ago as a proof of concept. However, the real dungeons will be available in September, along with the migration to Treasure. So, you'll have to wait until then to enjoy them.


X:

September is not that far away. I think we'll be okay.


Carlos:

Yeah, we don't have an exact date yet, but we'll announce it soon.


X:

Well, something else exciting is happening in September—the launch of Treasure Chain. Did that have something to do with it?


Oscar:

I think so, yeah.


X:

We'll wait and see how all that turns out. We're really looking forward to it. Now, we've covered one of the major features, but let's get into some of the basics for people. Can you run through the characters and NFTs? What are the playable elements that people are going to use?


Oscar:

Right, so the first important NFT people will find is the island, which is one of the most significant NFTs right now. They offer unique benefits, like increasing crop yield, offering better breeding options, providing more plots, or more crafting stations, and so on. The next important NFTs are the characters, which differ from Synergians—I'll touch on that later. The character is essentially who you are in the game. If I remember correctly, we have seven versions of characters, each with slightly better stats than the last. These differences will only affect PvE because we care deeply about balance. In PvP, all stats are balanced to ensure fair play—you can't just pay to win; you have to rely on skill. However, in PvE, these stats do matter; for example, you might have more inventory slots or slightly better HP regeneration. As an artist, I particularly care about how you look. The first version of the characters is a bald guy, almost naked, with an energy aura, somewhat like Dr. Manhattan. It's a really heroic look, so everyone will know you're one of the good guys.


These basic characters define your starting stats in the game. Many people confuse Synergians with characters, but they are actually just skins. Synergians represent what we imagine the original inhabitants of Synergy World looked like thousands of years ago. While they don't affect gameplay stats, they offer benefits in the community, such as PFPs, whitelist spots, and so on, which Carlos might explain further. In the game, they are just skins that look really nice but don't provide any gameplay advantages.


X:

Cosmetics for gameplay, but they have community benefits for everyone.


Carlos:

I want to go into more detail on some of them, just to let people know. For example, the islands. Apart from what Oscar mentioned, the islands are deeply integrated into the game's economy. This is where our token SNG plays a significant role through what we call stations. As an island owner, you'll be able to build exclusive stations that offer new services to players. For example, we have the minting station, which is used for minting new NFTs into the game. We also have the breeding station, which is related to pets. If you want to breed a powerful pet, you can do so through a landowner.


We have three rarities for the islands: Settler, Rancher, and the highest tier, Landlord. Each tier provides different benefits. For example, breeding a powerful pet is more advantageous from a Landlord's land due to better station stats. We also have the housing station, which is for building your house on the island. There are many other stations, all closely tied to the game's economy.


Talking about the Synergians, they are our Genesis NFT. They were the first NFTs we sold. As Oscar mentioned, they provide several community benefits. While they mainly serve as skins in the game, we're open to creating new benefits for them, including gameplay advantages. Another NFT type we have is badges. These provide community benefits and are also related to our token, offering advantages like staking multipliers and new gameplay perks. That's the NFT information I wanted to delve deeper into.


X:

Okay, great. I like it. There are these different pieces that interrelate in various ways, whether in-game or within the community, which is fantastic. You mentioned Landlords. How do they work with the islands?


Oscar:

Oh, the "landlord" refers to the highest rarity of the islands. That's what we call it. If you own one of the three island types, you become what we call a "landowner," similar to a landlord. So, there might be some confusion there, but "landlord" is just the name of the highest tier of islands. Essentially, if you own an island, you become a landowner and have the rights to use all the stations and rent them out to free players.


We might not have mentioned it, but the game is also free to play if you choose to. We give everyone the opportunity to start with a basic island, which has limited but sufficient perks. You can craft and do pretty much everything, although at a slower pace. The only thing you can't do is breeding, which we reserved exclusively for landowners. However, you can technically still breed by going through a landowner and asking for a breeding permit. This permit, which is an NFT, allows you to breed on your free island once.


The idea behind the landowners having these exclusive stations is to enable players who don't want to spend money or are less fortunate to still enjoy Synergy Land. They can use these stations for a small fee. This setup benefits both free players, who can progress in the game, and landowners, who receive a little reward for investing in the game and renting out the stations.


X:

Fantastic. I love that pathway. So, you can go in and purchase certain assets that are a bit better than others, obviously. But if you're a free-to-play player, you still have a way to build your way up to those higher goals. Is that right?


Oscar:

That's correct. You will eventually be able to do pretty much everything that everyone else can do. It will just take a bit more time because the progression is a little slower, but through gameplay or by renting services from landowners, you can achieve almost the same results as they do.


X:

Excellent. Just quickly, I want to touch on something else you mentioned earlier a couple of times. Everyone here loves pets. I think The Beacon, as much as they are an excellent team and built a great game, owes a lot of its success to the fact that they had pets. What do pets signify in the game for you, and how can people get one from the start?


Oscar:

In the lore, all Synergians used to have a mascot in the world, so these pets are the ancient animals that the old Synergians had as companions before the Shattering. You have to find them and bring them back into the world, train them, and restore their old might. They are crucial to the gameplay, and you'd be at a bit of a disadvantage without one. That's why we also allow you to find them; they're that important. While you can buy them to speed up the process, you can also discover them by exploring dungeons.


Pets provide significant benefits, like if you bring your pet to the island, they can help increase the yield from harvesting or gathering. For example, if a rabbit normally gives you two pelts and three pieces of meat, a pet with a perk for increased yield could give you 50% more. This can add up over time, providing a lot of extra resources. Pets can also increase your movement speed on the island, help with cheaper prices from merchants, or allow you to sell items for more silver coins.


In dungeons, pets can have active or passive skills, such as healing you, looting for you, boosting your health, providing shields, or even casting fireballs periodically. They play a critical role in the gameplay. Additionally, there's a battle system for pets, which includes a skill tree similar to the character's, allowing you to level up to around level 20. You can earn skill points to choose abilities that suit your playstyle. You can then challenge other trainers or players, with a leaderboard and rewards for top performers at the end of each season.


There's also an expedition feature, where you can send your pets to gather items while you're offline. They can fight overnight and bring back resources and experience the next day. Synergy Land is a huge game with many aspects, and pets are a significant part of it. They cater to collectors, too; every biome has unique pets, encouraging exploration and trading. For example, you might trade a Galebeak for another pet you want. There's a lot to do with pets, and they're really important to the gameplay. Definitely, try to get at least one, maybe two!


X:

A lot of detail there. In this game, they really are your best friends.


Oscar:

Yeah, yeah, definitely.


X:

Like you said, there's an awful lot to it. We're going to skip ahead a bit. There's something here that people can look up, because it's something I found absolutely fascinating—you can actually own one of the enemies, right?


Oscar:

Not just any enemy, but the most important one: the boss of the dungeon. It's quite interesting and actually really funny how this idea became a thing in Web3. Carlos and I talked about this maybe three, three and a half years ago. Suddenly, we noticed other games implementing similar features, which we love because we want all games to be fun. But it was funny to see our idea being used elsewhere while we were still developing it.


Basically, how it works is that every dungeon, when it's created, will randomly choose an owner for a boss. This owner, as an NFT holder, will be assigned to that dungeon. If players reach the boss and defeat it, the owner of the boss gets nothing, unfortunately. But if the boss wins, the owner receives the rewards that the players would have gotten. It's a neat form of passive gameplay. Additionally, you can customize how the boss looks. It's important for players to enter a dungeon, see a specific boss, and think, "Oh, I know this boss. It's from that particular player." This customization can include skills, minions, traps, and so on. It's a fun element of gameplay around the bosses and will definitely be a lot of fun.


X:

Yeah, that sounds really cool. I can't wait to explore that a bit. I feel like I've been talking for way too long, so I'll pass you over to Karel for a while, and we'll continue afterward.


Karel:

Yeah, awesome. This is a really good segue into the topic of boss ownership. We've talked a little bit about land ownership, renting, and breeding. I think there's a lot to explore, especially when it comes to the Web3 side and how you're integrating that. From our perspective, having spent a lot of time with you guys, it's clear that you're thinking about integrating NFTs, tokens, and other on-chain elements in a very thoughtful way. The sinks and the tight integration with the economy are impressive. We had a good feeling about this even from our first conversations, and I think a lot of this will come to fruition with the upcoming dungeons update and beyond.


So, with all that said, I'd love to hear more about how you're thinking about these Web3 integrations as you approach the next update and everything that's to come.


Oscar:

I want to talk about the gameplay side, and maybe Carlos can later expand on the Web3 aspects, like the web apps and so on. When we created Synergy Games, we were very clear about one thing: gameplay first. Our NFTs serve the game, not the other way around. Players will have to work their way through the game and really play it. This approach leads to a healthier ecosystem because you can't just speculate on everything—you actually have to engage with the game. For example, our pets have to be grown and bred within the game.


But most importantly, the core of our most valuable NFTs in the game are what we call artifacts. You find these in the dungeons as prime artifacts, which are powerful items but not yet at their full potential. For example, you might defeat an enemy and obtain the prime artifact of the Blue Orb of Mana. Later, you might find the prime artifact of the Walking Boots. You then go to your Allure Forge, an ancient crafting station on your island, where you can combine the Blue Orb of Mana and the Walking Boots to create a brand new, more powerful artifact. This new artifact will provide unique benefits and more stats than the original items.


To maintain a healthy economy, the two original NFTs you use to create the new artifact will go back into the drop pools, so other players can find them. We calculated that this system could keep the economy healthy for many years. So, artifacts are really important NFTs in the game, tightly integrated into the gameplay because you actually have to go into dungeons to find them. This makes them valuable, as only skilled players who know the game well and have a good party can obtain the best artifacts. You can either keep these artifacts to become the strongest player in Synergy Land or trade and sell them to others. This core belief that gameplay should come first and that players should be rewarded with NFT artifacts for their engagement drives our game design.


Karel:

Before we hand it over to Carlos, there's something pretty obvious from hearing you speak: the amount of detail and passion you bring is impressive. We've talked to and spent a lot of time with many teams—arguably hundreds—and we've had to decline partnerships with many who wanted to join Treasure because they hadn't thought things through as thoroughly. The emphasis on creating a great game first, and also having a well-integrated on-chain and off-chain economy, is crucial. It's how you make a game that can endure and be as successful as something like Diablo.


It's this thoughtful approach that has been really exciting for us in partnering with you. It sets a solid foundation for what's to come. I know people are impatient, and we've seen this since we've been around since 2021. Many games have taken the time to build something playable and ready for players to enjoy. We're at a really good point now for this to emerge fully. This all dovetails into the partnership and what’s coming up soon with dungeons and everything else. Carlos, I know you have more to add, so I'll pass it over to you now.


Carlos:

I just wanted to add that, as Oscar mentioned, Synergy Land currently incorporates what we call a hybrid system, blending off-chain and on-chain processes within the game. With the transition to Treasure, this system will evolve to be fully on-chain, which is when we'll start introducing what we call NFT Evolution. This includes what Oscar mentioned regarding artifacts, pets, and many other gameplay activities. We'll also integrate our in-game marketplace and introduce a new minting system. In fact, there's a new event we want to release with Treasure, but I can't talk about it yet. We'll be able to announce it soon. This system will be completely on-chain and will incorporate many Web3 activities that players can engage with and interact with. So, stay tuned for more information soon.


Karel:

Amazing. There's a lot to say about that. I might just hop into your Discord for those who are less familiar with what we've been able to do at Treasure. For those who haven't been exposed to it yet, bringing more elements on-chain and leveraging the technology and infrastructure we can provide to Synergy Land and other games and studios is a big unlock of what's possible. I wanted to wrap up by asking why you chose to join Treasure and what you're most excited about in joining this ecosystem?


Oscar:

For me, it was almost a day-one decision, even though we never told you guys. It's like when you find your first love and you just know it's the one, but you don't know why until later. That's how it felt for me. We talked and thought, "There are a lot of things these guys say that make a lot of sense. We're like-minded and share the same values." We had never had a partner like this before. It took us three years to make this decision, and it was really tough back then, but with you guys, it was so easy. I think we share a lot of values, and we're set for great success. With your expertise in Web3 and our expertise in video games, it's the perfect combination. I believe Synergy Land has become even better thanks to this partnership. I can't wait to talk more with you guys and take Synergy Land to a new level. In a few words, I'm super happy to be here with you.


Carlos:

Yeah, I think this partnership is the perfect match from my perspective, and our team agrees. We have a great development team that knows how to create a game, and you guys have great experience in the Web3 space and also in developing games. Together, I believe we can bring something great to our community and attract new members as well.


Karel:

Amazing. Well, when you know, you know. I think it was a shared feeling on both sides. I'll hand it over to X to close things out. I know we're a little over time, but there's so much to dive into, and we could talk for hours.


X:

Well, Karel's charm is our secret weapon. What a fantastic space this was! We've gone over time, so we won't have time for questions, unfortunately. But thank you both for joining us and diving into detail about the game. As Karel alluded to, there's a lot of detail, but it's all well-placed, which is fantastic to see. I can't wait to explore the game properly and see how you guys develop it. We're excited to be a part of that journey and support you as well. Thank you, everyone, for coming and listening. If you have any questions or need more information, depending on which side you're coming from, you can jump into the Synergy Land Discord or the Treasure Discord. We'll be happy to answer questions on both sides. We really appreciate you staying with us as usual. Thank you once again, Synergy Land, and we'll speak to everyone again soon.


Carlos:

Thank you very much.


Oscar:

Bye, bye. Pleasure to be here with you.


96 views

Recent Posts

See All
bottom of page