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The world of Verra is a dynamic and ever-changing landscape filled with wonder, adventure, and danger. One of the many mechanics that allow us to achieve this adaptability is Events. Events are one of the primary ways that players will experience content. Events focus on delivering a reactive world that keeps players on their toes while changing up gameplay in a fun and unique way, providing challenges, and shaping the world around them. Players will encounter events throughout their entire time on Verra - from early progression to high-level dungeons and raids.[1]Peter Bisulca

Corrupted area in Alpha-1, design by Mia DelCasino.[2]

I think Ashes' whole premise is to incorporate events and changes and evolution that not only represents player activity but also incorporates random story driven interruptions to the normal flow of the world; and whether that be through blocking off specific roadways that are the lifeblood of a particular node's incoming resources, or having random raid boss appear in a zone that never traditionally they did before; and as a result it incurs a complete change of climate that's now affecting crop rotations; and only specific crop can come from that zone; and now the whole economy of the world has been thrown into chaos because no one's been able to down this boss yet, we can't get the corn we need in order to build the reagents on the alchemical side to create this craft- That's the type of domino effect system or event you want that appears in a natural non-injunction way, but it presents a problem to the players to that they have to accomplish something at least if they want to change it back to the status quo. Those I think are compelling events and those I think are ways that the world can introduce an element of randomness that reflects what we experience in the real world.[3]Steven Sharif

Events are things that happen in Ashes of Creation as the result of development in the world.[3][4] They can take the form of quests, pop-up triggered events or other narratives that happen throughout the world that are triggered due to certain conditions (predicates).[5][1][6] Events are scaled to fit local, regional, and global needs.[7][8]

Events are where you’ll find your public quests, though these will be scaled to fit local, regional, and global needs. They’ll also have consequences locally, regionally, and globally, for good (if they’re taken care of successfully) or for ill (if a fail condition is reached).[8]
Events... can be local, regional or global, and consist of boons or banes. They’re triggered based on a lot of different variables, and some may be one-off Events that occur once, and never again. If an Event is handled successfully, then something good happens to the local, regional, or global area. If it fails, then something bad befalls the local, regional or global area. They’ll relate to the overall Narrative, but don’t fall into its overall structure (for the most part). These are the things that will be written into history, and we imagine that as time grows, each server’s history will diverge more and more.[13]
  • Events that are taken care of successfully have positive consequences.[8]
There are certain effects that can happen in a world that does not have a proper response from the player population and that's the whole idea behind these events that can happen; that feel like these are natural world progression events if corruption starts to show itself as a response- as a push back to the player's development of nodes in the world itself.[14]Steven Sharif
Some of the events that spawn have consequences that lead to node attacks; and enemies have a particular type of hate list on certain buildings that a node may have access to when they attack during an event; and that hate list might relate to- or that building choice might relate to something that is indicative of the storyline for that particular event; or it could be something that is more pivotal to the defense of the city. If the city doesn't respond to these types of things that might weaken them for potential player attacks afterwards.[16]Steven Sharif
  • There are events that lead to the spreading of corruption that players will have to fight back against. When these events occur players will need to participate to keep the intrusion on the material plane back.[14][20][21]
  • If events don't occur within a certain time period, they could occur randomly.[4]
  • Some events will only be available while story arcs are in certain chapters.[22]
  • There may be one-off events.[13]
  • Events do not target personal belongings such as freeholds.[5]

Event types

There are a variety of different types of events that occur based on random chance and other interdependencies.[1]

Nivel de los eventos

El nivel de un evento en particular puede basarse en el nivel del elemento que lo desencadena, o puede ajustarse en un nivel superior para impulsar el interés hacia zonas de nivel inferior.[7]

For example, if the event takes place in a zone that has a base population of let's say average level 25, then one of the trigger conditions might be that 10 monsters of level 25 have been killed recently in that zone and the level 25 event will now spawn additional content designed for level 25 players. So these events aren't always going to be end-game they're going to be obviously appropriate based on the content in which the predicate system is informing, but they also could be something completely top level that is introduced at a lower-level area and brings population traffic of the players back to those types of things.[7]Steven Sharif

Seasonal events

Calendar Events can be seen as holiday-related celebrations or other seasonal content. Imagine these Events as things you may experience annually, based on the cultures within the world. Some of these may derive from the seasons, and how the nodes in those areas are affected by them. These will most often be server-wide and provide unique content for a specific duration of time during the calendar year.[1]

Calendar events (seasonal events/holidays) in Ashes of Creation can be in-game events or they can relate to the real-world in some way.[25][29][26]

  • Events are not a direct parallel with real world events. Instead, there will be in-game lore behind seasonal events that can relate to the real-world in some way.[25][29][26]
  • Certain calendar events will incorporate the cultural identity of the various character races.[30]
Part of the things that they're working on is creating a lot of cultural identity for these character races and how we can bring about these calendar events from the perspective of each individual race. That's something that I think is going to be really helping identify or giving identity to each of the character races.[30]Steven Sharif
  • Seasonal events in-game may not exactly align with real-world seasons due to the different in-game seasonal cycle.[31]
Will seasonal events in the real-world align with the seasonal rotation in the game world? And I think in that sense probably not. That's going to require a little bit of suspension of disbelief in understanding that. But it's also fair that in-game events do not need to be perfectly cyclical like let's say seasonal events are in the real world. They could have a non-uniform cycle associated with them... There is something to be said for having that represented in the game as long as it's immersive; as long as it's contextualized within the story and the world and the universe that we've created; and isn't a direct homage to Santa Claus in the real-world, just to use a prime example of something.[31]Steven Sharif
  • Holiday events are not going be "campy" or immersion-breaking.[25]
We have a lot of ideas on how certain real-world holidays can be contextualized within the game world and seem fitting.[25]Steven Sharif

Events may bring seasonal change.[3][12]

Cinematic events

Ashes of Creation will have in-game cinematics (as opposed to pre-recorded cinematic trailers), utilizing tools to help tell the game's story from the player's perspective.[33][34]

Q: I have been wondering how you will capture the storytelling from a casual point of view. Arguably one of if not the best trailers out there is "Star wars the old republic" where they spend tons of money on capturing an audience through some phenomenal trailers. Are you looking to do the same or what trailers can we expect from Ashes of Creation?
A: There are certain budgetary requirements in order to afford very high-end cinematics and voice actors... and what that means is: how we want to implement on that front is really going to be in-engine, in-game- how we capture those scenes, how we capture those elements of story; and the good thing is that from a lore, narrative, and questing perspective, we have some functionality and tools that we're going to be utilizing to help tell the story from the player's perspective, because so much of the story is derived from player action, from community engagement, from the social interactions and decisions made along these different story arcs that can occur; and each server is different.[33]Steven Sharif

Adaptive content

Alpha-1 preview pirate themed dynamic point of interest.[35]

This is actually a dynamic POI. This one will evolve as players evolve the node that it's attached to. So this is its final state.[35]Jeffrey Bard

Los nuevos puntos de interés (como las mazmorras, jefes de mundo, y zonas corruptas) aparecen conforme los nodos se desarrollan.[36][37]Este contenido se adapta a la progresión del nodo de la zone donde se encuentra.[35][38]

Certain dungeons and other points of interest across the map will all be affected by the server’s node development. Some dungeons will only be unlocked if nodes are developed to certain stages. The storyline objectives for players inside dungeons will also be dependent on the story arc paths chosen through the node system. The drop tables in area and dungeons will also be tied into the progression of certain areas. For example, let’s say that the humans have developed a node in Region A, and a storyline has opened up that leads players to inspect the ruins (dungeon) of a nearby area. And let’s say that this node was developed in a scientific (crafting) zone… Well before the node developed, this dungeon was accessible… But now the dungeon has propagated new monster assets that include a drop table catering to a crafting emphasis because of the development of that scientific node. And perhaps, a new boss appears in different rooms of the dungeon that includes different adventure quest starts, like a mysterious item with a storyline that can only be progressed if a node develops to the metropolis stage in a certain region, across the world. Our system is so vast, when it comes to interconnectivity and how the world reacts to the players.[8]

Zonas corruptas (Corrupted areas)

Work-in-progress Alpha-1 preview corrupted area on Alpha island by Mia DelCasino.[36]

How the world reacts and changes to the nodes, you see these intrusions of corruption beginning to pervert and infest the lands; and these are obviously going to be sources by which NPC events are driven based on player progression within the world. And these sources of evil need to be addressed by the players, or else they'll grow out of hand.[20]Steven Sharif

All of our POIs and just the world in general can react to the node- we don't have to but we can- and this is one of those places where as civilization grows this will grow in contest with it.[36]Jeffrey Bard

Las áreas corruptas (zonas/puntos de interés) pueden evolucionar dinámicamente con la progresión de los nodos.[20][36]

  • Los Heraldos que existen en Verra como mazmorras son los lugares desde donde Los Antiguos son capaces de entrar en el Plano Material. Pueden continuar haciéndolo bajo la apariencia de los estragos de la corrupción a medida que se extiende.[21]
  • TEstas son causas de eventos eventos que los jugadores deben abordar antes de que se les vayan de las manos.[14][20]
    • Los jugadores necesitan participar en estos eventos para detener la propagación de la corrupción y frenar la intrusión en el plano material.[21]
    • Si los jugadores no se ocupan de estas zonas corruptas, aumentará la frecuencia de los eventos contra su nodo. Estos eventos pueden provocar que los edificios y servicios del nodo queden inutilizados, aumentando la vulnerabilidad del nodo a los asedios.[43]
    It can be a very detrimental thing if corruption is not addressed; and that's the intent of corruption, is to present a challenge to the players that if not addressed it becomes exacerbated and a problem over time.[43]Steven Sharif
  • Las áreas corruptas no confieren corrupción al jugador.[44]

There are certain things that can happen, such as the spawning of dragons or hordes of zombies that are going to come out and attack those installations, those nodes, those points of interest; and... communities that don't respond to those in an effective way might see the disabling of certain services, the reduction of certain quest lines for particular organizations. The idea is to keep this as part of a believable living response from world, so those can get pretty significant the bad effects that can happen for the community.[14]Steven Sharif

Narrativa impulsada por el jugador

El mundo de Verra será el mismo en cada servidor, pero los Nodos se desarrollarán de forma diferente. Cada servidor tendrá diferentes narrativas. Las cosas que sucedan en un servidor pueden no suceder en otro.[45]

We want as many people as possible to experience the main server Narrative. These will branch at different scales, but largely at the personal level. Where things change is at the Node level – different parts of the story will be unlocked based on where and when Nodes grow. Unlocking a part of the story in a certain way locks out progression of the story in a different way. You’ll see different antagonists, different NPCs, and different calls to action depending on what’s happening with the server at that time.[13]

It redefines what the players will experience in an MMORPG to come into a wilderness that is devoid of really any structure outside of what the community creates themselves; and then what can be created can be changed, if they want to experience a storyline that's been seen on another server, but you're fighting a dragon because you're near a mountain and the other server's fighting a Kraken because they're near the coast and you want to fight that Kraken because of its drop table. If you want to meta it or because you just want that under your belt: to be the server first to take out that Kraken and you have yet to develop the node there, it's incumbent upon you to manifest that in the game.[47]Steven Sharif

Monster coin events

Monster coin concept art.[1]

Let's say for example you have an event- that is the predicate for this event kicking off was that a raid boss was killed in a nearby dungeon; and it was killed for the 50th time, or it was killed by some particular storyline end or whatever the predicate system is in the world state to say "hey kick this event off". Well, when that event kicks off a number of spawners activate around the node and NPCs start moving towards a node. The node is notified, like "hey there's something happening here, you guys should put up your defenses focus on this thing"; and those with monster coins who are within the area and are not a citizen of the node or an affiliated node can choose to activate the monster coin to become one of the monster types that exist within that event; and that event has a number of targets; and let's say for this particular story arc the thing was we need to find artifacts and better weapons in order to defeat these bosses at the bottom of this dungeon; and a lot of players went through that process they found those weapons and whatnot. Well those things might be stored in three buildings that exist within the node. They might be stored within the armory; they might be stored within the barracks; and they might be stored at a workshop that has access to a workbench that they've chosen to build and that could also potentially serve as a predicate; and when you become the monster those are your three objectives; and you don't need to destroy all three. You potentially just need to destroy one, or you destroy as many as you can if it's a time selected event; and you might have targets that are NPC-related as well, such as the blacksmith that's at the workbench, or the captain of the guard who's at the barracks, or whatever who's at the armory; and you get to go in and you get to kill other players potentially during this who are helping to defend the city; and you can also make it to the objectives and potentially help in destroying the building, or killing the NPCs. That is the type of objectives that would exist within a monster coin system for an event.[48]Steven Sharif

Pre-alpha monster coin system.[49]

Sometimes the disturbed beings could take the form of packs of dire wolves, hordes of zombies roused from their graveyard, or even, rarely, an epic-tier dragon flying out of a volcano once a node reaches its maximum level. In any case, the disturbed monsters have to tackle a series of destructive objectives, which can either be handled by the AI or, more interestingly, by a player. The player in turn would attempt to complete all those actions much as in a multi-objective quest, hopefully before other players brought him or her down.[50]

Monster Coins enable players to play as monsters within the monster coin event system. This ranges from playing as a horde of zombies, to becoming a massive dragon.[51][16][19]

During a Monster Coin Event, players will be able to activate Monster Coins, allowing them to become monsters and wreak havoc! These Events can be triggered in a variety of different ways, and in some cases they may even provide cosmetic rewards.[1]

Monster coin events are system spawned events.[16][18]

  • They are structured in a way to prevent groups from gaming the system.[18]
  • Monster coin events are triggered by activity in the world, such as node advancement, defeating a boss or constructing certain types of buildings within a node.[52]
  • Server messages appear for players in the vicinity of these dynamic events.[53]
  • The player will have a number of potential objectives they can choose to attack during the event. This may include node buildings, points-of-interest, dungeon, NPC, or other open-world objective.[48]
When you're playing as a as a monster from the monster coin use as part of an NPC event that might be targeting a node, or other some other open-world objective or POI, or dungeon, you get to participate as a monster and your focus is completing objectives that have already been prescribed as part of the event.[48]Steven Sharif

Los Antiguos are not going to be part of the monster coin system.[56]

Traditionally, the Ancients are not going to be part of the Monster Coin system. These are the primary antagonists of the story. From a lore perspective, and one of the reasons why they're not a part of the Monster Coin system, is because their souls have really developed almost to the point of perfection in manipulating the Essence for more corrupt uses. They haven't quite gotten there, and who knows if they ever will, but that attunes them out of the possibility: The reason why the monster coin system is possible with other creatures.[57]Steven Sharif

Progresión de las monedas de monstruo

Existe un sistema de progresión que nivela las habilidades de monstruo de un jugador en función de las frecuencia con la que participa en eventos de monstruo.[58]

In Ashes of Creation a large portion of world events revolve around the environment reacting to the player. This means that as players are exploring the world and developing civilization around them the environment is responding to this encroachment by spawning dynamic events and creatures to attack those developing cities. These events occur in 3 different types: the Legion level the Elite level and the Epic level.[59]Steven Sharif

Conforme los nodos avanzan, también lo hace el nivel de los monstruos.[53] Hay niveles de eventos, que definen el nivel de los monstruos que se generan.[19]

  • El nivel de la moneda de monstruo determina lo poderoso que es el monstruo.[60]

GM run events

There will not be Game master (GM) run events initially, but the systems are in place to add these in the future.[61]

Horario de máxima audiencia del servidor

Los eventos de PvP basados en objetivos como los asedios a nodos, los asedios a castillos, las guerras de gremios, y las guerras de nodostendrán lugar en un horario de máxima audiencia en algún momento entre las 15:00 y las 21:00, hora del servidor. Esto está sujeto a pruebas.[62][63][64]

  • Las guerras de gremios y de nodos pueden declararse en cualquier momento, pero los objetivos sólo aparecerán durante el horario de máxima audiencia.[65]

Event states

There are five types of states that exist for events.[66]

Events are driven by what we call a state machine; and there are essentially five types of states that exist for events: There's the in-progress state; there's the active state; inactive; on cooldown; or disabled. And that is essentially a way that we inform what types of elements- what stage of activity things are coming online based on what event state is currently active at the moment. We talked a little bit about triggers. We have world conditions like node levels. We have seasons and climates and calendar; the service building activation relics; and completed raids. All of these things can be part of what informs- I'm not going to go into what everything can be. I don't want to dish out the nitty-gritties of the system per-se, but I'm just giving you an idea of what essentially allows events to become a thing; and then once those things are addressed or not addressed, certain cooldowns get triggered. Other conditions might trigger: It could form as a predicate for an additional event- there could be concurrent events.[66]Steven Sharif

Historia en el servidor

El historial de cada servidor será registrado y se encontrará visible para los jugadores en la biblioteca de los nodos.[68][69]

We're gonna keep track of the history of the world so that we can tell people the story up to the current day. A player who's brand new, who's come in at the six-month mark can take a look at each server, what each server has done, how each server has tackled the storyline; and they can decide for themselves what community they want to join; what version of the world that they want to take part in.[69]Jeffrey Bard
info-orange.pngParte de la siguiente información no ha sido confirmada recientemente por los desarrolladores y es posible que no esté en la hoja de ruta de desarrollo actual.
  • Los escribas pueden recopilar y registrar información sobre los acontecimientos del mundo tal y como los han vivido y desde su punto de vista.[70]


En la fase de Aldea (escenario 3) el edificio exclusivo del nodo científico es la Biblioteca. Los jugadores pueden usar la Biblioteca para acceder a información, incluyendo (pero sin limitarse a) lo siguiente:[68]

Los registros de información en la biblioteca pueden caducar tras un periodo de tiempo (por ejemplo, una semana). Después de lo cual se requerirán nuevos informes para actualizar la información existente.[71]

You'll get that shroud of war functionality for the week after a report but if it doesn't receive a follow-up report after that expiration period then it will not be updating real time.[71]Steven Sharif


Goblins attacking a Pueblo (escenario 4) node due to a triggered event.[1][9]

Enemies can only really grow stronger as the node grows, becoming outposts essentially for exiled or rivals of the existing order.[17]Steven Sharif

There will be local, regional, or global (server-wide) announcements/notifications of important events.[17][72]

Event notifications will utilize different methods depending on the stage (scope and level) of the event.[17]

  • Local events
    • Local events (such as caravan PvP)[74][75][76] may prompt players via the UI asking if they wish to participate or not.[17]
    • Other local events may offer audible or visual cues without any UI notifications.[17]
    • Local events that have not been addressed may start to expand regionally or even globally.[17]
One important thing to note about events in general is notifications are sent to the players. Players can opt into these events in a similar way that you would into a quest. You're going to be presented with a 'would you like to participate' but they might not always be that way. You might hear trees falling in the forest and that may be an audio cue to tell you something's happening over there. It's out of the ordinary. This is not normally an audio cue that I hear in this area and i'm gonna go investigate that thing. So it might not just be always that UI window represented with a 'participate or not' but I'm going to go investigate and in that sense it could be stage driven. So you might have the more local stage where it is just the visual or audio cues and you get to go participate in that stage; and then when it advances, or if you don't answer the problem in time, then it starts to expand regionally and then it might send out particular notifications to either citizens of the node from which it falls under its purview or even broader than that. It could be global driven events and then it could have things that are are visual cues that are really big like a giant blizzard that's affecting the zone, because the event hasn't been addressed; and that can affect the crop rotations or it can affect passages and roads and how caravans move. There's a lot that the predicate system informs to the event system and then the event system reacts to those types of predicates.[17]Steven Sharif
Whether it be like a siege or a triggered event against a city or like a unique dungeon opportunity... those types of things are going to involve notifications. Especially to the citizens of the city; where you'll be informed of an impending event. Basically it will give you time.[73]Steven Sharif
  • Regional or global events
    • Wider events may be broadcast regionally or even globally.[17][72]


Ver además


  1. 1.00 1.01 1.02 1.03 1.04 1.05 1.06 1.07 1.08 1.09 1.10 1.11 1.12 1.13 1.14 1.15 Types of Events on Verra.
  2. Transmisión en vivo, 2021-03-26 (23:33).
  3. 3.0 3.1 3.2 3.3 3.4 Pódcast, 2021-04-11 (23:36).
  4. 4.0 4.1 Transmisión en vivo, 2017-05-03 (46:18).
  5. 5.0 5.1 Transmisión en vivo, 2023-04-07 (37:56).
  6. 6.0 6.1 6.2 kickstarter events.png
  7. 7.0 7.1 7.2 Transmisión en vivo, 2022-04-29 (44:13).
  8. 8.0 8.1 8.2 8.3 8.4 8.5 8.6 8.7 8.8 MMOGames interview, January 2017
  9. 9.0 9.1 Transmisión en vivo, 2022-04-29 (32:29).
  10. Transmisión en vivo, 2020-06-26 (1:29:06).
  11. Our immersive world - Environments.
  12. 12.0 12.1 12.2 Transmisión en vivo, 2017-05-08 (20:27).
  13. 13.0 13.1 13.2 Interview: Ashes of Creation on Building Their Virtual World, 2017-04-13.
  14. 14.0 14.1 14.2 14.3 14.4 14.5 14.6 14.7 Transmisión en vivo, 2021-06-25 (1:13:30).
  15. Transmisión en vivo, 2020-01-30 (1:32:12).
  16. 16.0 16.1 16.2 16.3 16.4 16.5 16.6 16.7 16.8 16.9 Transmisión en vivo, 2022-04-29 (39:00).
  17. 17.0 17.1 17.2 17.3 17.4 17.5 17.6 17.7 17.8 17.9 Transmisión en vivo, 2022-04-29 (42:31).
  18. 18.0 18.1 18.2 monster event spawned.png
  19. 19.0 19.1 19.2 19.3 kickstarter monster coins.png
  20. 20.0 20.1 20.2 20.3 Transmisión en vivo, 2021-03-26 (50:03).
  21. 21.0 21.1 21.2 Transmisión en vivo, 2020-11-08 (12:47).
  22. skotty-story-arc-3.png
  23. Pódcast, 2021-04-11 (54:35).
  24. vak-map.png
  25. 25.0 25.1 25.2 25.3 25.4 Transmisión en vivo, 2022-04-29 (36:51).
  26. 26.0 26.1 26.2 Transmisión en vivo, 2017-05-10 (40:36).
  27. 27.0 27.1 27.2 27.3 Transmisión en vivo, 2022-04-29 (40:21).
  28. Transmisión en vivo, 2022-04-29 (41:30).
  29. 29.0 29.1 Entrevista, 2018-10-20 (7:31).
  30. 30.0 30.1 Transmisión en vivo, 2022-04-29 (38:05).
  31. 31.0 31.1 Transmisión en vivo, 2022-04-29 (50:49).
  32. Twitter - From big to small, Thanksgiving is a holiday for all!
  33. 33.0 33.1 33.2 Transmisión en vivo, 2023-01-27 (4:18).
  34. Transmisión en vivo, 2018-09-27 (43:21).
  35. 35.0 35.1 35.2 35.3 35.4 35.5 35.6 Transmisión en vivo, 2021-03-26 (50:33).
  36. 36.0 36.1 36.2 36.3 Transmisión en vivo, 2021-03-26 (22:53).
  37. Transmisión en vivo, 2017-11-17 (36:22).
  38. 38.0 38.1 38.2 38.3 38.4 Transmisión en vivo, 2017-11-17 (18:29).
  39. steven-pois.png
  40. steven-dungeons.png
  41. Transmisión en vivo, 2020-07-25 (46:08).
  42. jindrack-pois.png
  43. 43.0 43.1 Transmisión en vivo, 2022-01-28 (1:17:12).
  44. Transmisión en vivo, 2021-06-25 (1:32:24).
  45. Transmisión en vivo, 2017-05-19 (37:03).
  46. Transmisión en vivo, 2019-12-17 (1:10:30).
  47. Transmisión en vivo, 2017-05-22 (28:02).
  48. 48.0 48.1 48.2 48.3 Transmisión en vivo, 2022-07-29 (1:20:24).
  49. Vídeo, 2017-05-25 (0:02).
  50. IGN: Ashes of Creation first look: An MMO that lets you be the boss.
  51. Transmisión en vivo, 2023-06-30 (1:50:52).
  52. Transmisión en vivo, 2017-05-26 (22:19).
  53. 53.0 53.1 Transmisión en vivo, 2017-05-03 (36:25).
  54. Transmisión en vivo, 2017-05-03 (35:25).
  55. Transmisión en vivo, 2021-06-25 (1:36:05).
  56. Pódcast, 2020-11-15 (47:12).
  57. Pódcast, 2020-11-15 (51:22).
  58. monster coin leveling.png
  59. Transmisión en vivo, 2017-05-03 (31:46).
  60. Monster coins2.jpg
  61. Transmisión en vivo, 2018-06-04 (22:27).
  62. Entrevista, 2020-07-29 (31:05).
  63. Entrevista, 2020-07-18 (13:13).
  64. Entrevista, 2020-07-08 (22:37).
  65. steven-wars-prime-time.png
  66. 66.0 66.1 66.2 66.3 66.4 66.5 66.6 Transmisión en vivo, 2022-04-29 (44:58).
  67. Kickstarter packages.
  68. 68.0 68.1 68.2 68.3 68.4 68.5 68.6 68.7 Blog: Know Your Nodes - Scientific Node Type
  69. 69.0 69.1 Entrevista, 2018-04-20 (9:20).
  70. Transmisión en vivo, 2017-05-26 (51:37).
  71. 71.0 71.1 71.2 Pódcast, 2021-04-11 (27:34).
  72. 72.0 72.1 72.2 72.3 72.4 72.5 Transmisión en vivo, 2018-05-04 (48:14).
  73. 73.0 73.1 73.2 73.3 Entrevista, 2018-08-17 (24:48).
  74. Entrevista, 2020-03-27 (16:19).
  75. caravan UI.png
  76. Transmisión en vivo, 2017-05-22 (40:40).
  77. 77.0 77.1 77.2 77.3 Transmisión en vivo, 2021-04-30 (1:01:10).
  78. 78.0 78.1 Transmisión en vivo, 2020-10-30 (1:01:00).