“Gaming is far more than just a game — it is a new media format”
Bruce Stein, Former CEO of Sony Interactive Entertainment
As per many of the projects we have recently reviewed, our 2019 mantra, “adoption over speculation”, has been to focus on projects who not only have strong blockchain technology and token models, but also application for real world use and adoption.
Ultra is the latest project we’ve taken an in-depth look at that fits this mold.
If you’re in the tech space, it’s pretty self evident two of the fastest growing sectors are blockchain and gaming. Although the gaming industry is the bigger brother of the two, with a projected global revenue of $152.1 billion in 2019 (just under half of crypto’s entire market cap), out of all the industries blockchain looks set to disrupt, gaming is second, after finance. The biggest reason for this, past the obvious transactionary benefit blockchain offers, is the combination of gaming’s lucrative $50b+ digital asset economy and blockchain’s NFT technology.
If digital assets and NFT’s aren’t a familiar subject, we highly encourage reading the below articles —
How Blockchain Is Completely Disrupting The Gaming Industry
Blockchain Use Case Series (5 part series — PART 3)
There are three main components that make up the user facing Ultra ecosystem and traditional development stack, the Desktop Application, the Go Companion App and the Ultra SDK. Below is a brief overview on each.
1 — The Ultra Desktop Application
The Ultra Desktop Application will be available as a Windows app in Q3 2019. From the users perspective, this is just like Valve’s Steam, with a Store, Games Library, Marketplace and social features.
There’s not really much point in going into greater detail here. It is what it is and from our demo of the app, all the basic functionality of each component was working as you’d expect them to.
The desktop app also includes a one click mining solution, the Ultra Miner, that mines the most profitable altcoins supported by the users GPU at any point in time. What makes this fun is that mined altcoins are automatically sold for UOS tokens, meaning a user could essentially mine their way to free in-game items or games.
2 — The Ultra Go Companion App
The Ultra Go app is a standalone mobile companion app to the main desktop application. It’s worth noting that this app won’t be available until Q1 2020, so it’s not something to get too excited about, just yet.
The mobile app will act as a Discord style messenger with text and voice chat support. It also includes a version of Ultra’s crypto wallet, allowing users to transfer coins on the go and purchase games while away from the PC.
It’s hard to say how useful this will be without being able to see the app, or even screenshots of the app itself. One thing we can say is that having a mobile app will help towards overall adoption, so at a minimum, that’s something at least.
3 — The Ultra SDK
The reality of a platform such as Ultra is that adoption will be driven by access to titles, meaning developers need to be incentivised and actively publishing titles on the platform to drive gamers onto the platform. Past the financial incentives that exist for developers on Ultra, the other main incentivisation is ease of integration. This is where the Ultra SDK come into play.
A point that is somewhat lost in the whitepaper is the approach Ultra have taken to allowing access to the platform. External developers can actually develop their own branded storefronts or virtual goods websites (think https://csgostash.com). This model has been extremely successful in the Poker industry, in which a majority of poker sites are run by the same underlying tech yet are branded and marketed differently. Of course, in this arrangement, the UOS token still powers these external sites. This allows a whole host of developers to build on top of Ultra and utilise the underlying blockchain technology without having to understand blockchain, a pretty powerful feature in our book.
This has significant potential in increasing the network effect of the Ultra platform and ecosystem.
The Ultra SDK will not only allow developers to port over existing titles on Steam, Xbox or Playstation to Ultra, but will also allow devs to build new games on all the major game engines and coding languages and easily deploy on Ultra.
The SDK has point and click setup screens for everything from “user authentication, Digital Rights Management, microtransactions, messaging, to leaderboards and achievements”, allowing developers to easily implement core features of gaming platforms without having to spend time developing their own bespoke versions of these features. The true benefit of this is developers can actually spend more time building decent games!
This is also a USP of Ultra that hasn’t been covered anywhere else and is actually a huge value add in our opinion. Cloud code allows developers to leverage in-game variables on the fly, meaning core game mechanics can be adjusted via cloud code without having to release a full patch update of the game. If you’ve ever had to download an update on Playstation or Xbox, I’m sure you can see the value here. No more 12GB PUBG downloads for minor item adjustments!
The possibilities of this feature really are endless and it will be very interesting to see how this is used as part of both game development and post release support. Again this is further emphasis on the theme of easy of deployment on Ultra.
It’s also worth taking a close look at the side menu on the first screenshot above. This gives an indication as to the back end customisation options developers have at their finger tips on Ultra.
“The future of gaming is a fight for a direct relationship with the end user”
Nicholas Lovell, author of The Curve
There are three separate aspects of the Ultra platform in which these direct relationships take place, those with gamers, those with game developers and those with influencers.
Gamers on Ultra are heavily incentiviesed, not only to use and participate on the platform, but also to encourage other gamers to do so themselves.
The main value propositions for gamers on Ultra are —
- Progressive Software downloading technology allows players to play immediately.
- Get exclusive games only available on Ultra.
- Re-sell second-hand digital games.
- Access tournaments, item-trading, and more through the open platform.
- Community rewards and referral program.
Additionally, users can earn coins on Ultra by —
- Installing the Mobile App
- Installing a Free-to-play game
- Trading of Digital Goods
- Referring Players or Devs
- Participation in Betas
- Viewing Ads
- Participating in Rewards Program
- Reporting Bugs
- Writing Reviews
- Sharing Content on Social networks
- Competing in Contests
Of the above, we love the fact users will earn coins to install the applications, as without an install base, the platform doesn’t mean much and earning coins via installs gives users a starting stack to “have a play”. The fact users can opt into advertising and earn coins is also a huge plus in our books.
- Game Developers
Of course, the number one point of difference between Ultra and other games distribution platforms in the increased revenue share a developer can receive on Ultra. This is stated in the whitepaper as 21% more than “the competition”, which we assume to mean Steam. Steam is on par with the likes of Apple, who take a 30% clip on any sales made. This reduces down to 25% for games grossing between $10m and $50m and 20% on anything $50m and above.
Valve Introduces New Revenue Split Changes For Steam Sales
Valve made significant changes to its Steam Distribution Agreement on Friday, taking to the official Steam Community…
Not only do developers receive an increased revenue share on Ultra, but by using the blockchain as the transactionary layer on the platform, they also receive it instantaneously. As soon as a user buys a game or game item, UOS tokens are transferred into the developers wallet. While this seems like a somewhat basic value proposition initially, when it comes to launching and promoting a game on Ultra this is actually really important, as by receiving funds from game sales instantaneously, developers can immediately reinvest these funds into the Ultra Ad platform, significantly increasing the initial reach of the game in the most time critical period (the launch of the game and the few weeks after). The ad tech is covered in more detail below.
Past earning more money on the primary sale of games, developers also can benefit off the secondary sale of games via the Ultra marketplace. Devs can chose to allow the resale of games and what revenue share they receive from it. Transfer of value and ownership of the title both occur on the blockchain.
Once you get past the pure financial incentives of game developers building on Ultra, there’s actually a lot under that hood, tech wise, that makes it almost as appealing. We’ve picked out a few of these and gone into more detail below.
NFT’s is the most obvious use and benefit of using blockchain technology to power the underlying platform’s item and subscription economy. Again, like other development tools on the platform, for a developer this process is point and click, allowing developers with rudimentary knowledge of blockchain tech to easily deploy NFT’s on Ultra.
As demonstrated in the above screenshot, there are several options that can be set for NFT’s. Firstly, a developer can chose if the NFT is tradable or not. If it is, the item can be openly traded on the Ultra marketplace. The developer can also set the timing of when a NFT is available and what resale revenue share they receive when it’s traded on a secondary marketplace.
We’re not exactly sure how storing UOS within NFT’s will function in reality, but would assume that a developer could add UOS tokens to an item and when the user grinds their way towards that item, upon receipt of the item, they not only receive the NFT itself, but also a reward in UOS tokens. This could lead to some interesting game mechanics…
Of course, having an in-game item economy based off NFT’s is cool, but what is most exciting about NFT’s is the future potential, NFT’s that exist across multiple games and platforms.
Content Distribution Tech
This is another gaming battleground on which lines are being drawn, with video streaming being the “next big thing” in the gaming industry. An example of this is Stadia, Google’s foray into Video Streaming Technology.
Of course, as you can see from the above table, video streaming comes with some pretty big caveats, from a gamers perspective, a sacrifice in image quality and most importantly, latency! (also who really wants to play games on their smart fridge?)
Content streaming on Ultra bridges the gap between standard content delivery and video streaming content delivery, essentially giving users the benefits of video game streaming, without the sacrifice of display image quality or latency.
Most importantly, this tech is already built and is already in use by several gaming companies already.
Ads are served directly on the Ultra platform (before/after launching a game, in-game and upon launch of the Go app) by using Ultra’s SSP technology. An important note here is that users opt-in for advertising on Ultra. Don’t want ads, don’t opt in. Want to earn Ultra coins for watching ads? …
This allows developers on the platform to leverage what in theory should be, a higher level of engaged audience.
What makes this really cool though, is the addition of Ultra’s DSP technology. This allows Ultra to plug into existing ad exchange networks and buy advertising space from external platforms on behalf of developers on Ultra. What this actually means is that not only can game publishers advertise on Ultra, they can also advertise on external platforms (think Kotaku, PC Gamer etc) directly via the Ultra platform while using UOS tokens to pay for said advertising…
This essentially turns Ultra’s Ad platform into the Google AdWords of gaming, powered by the UOS token.
Again, this tech is already built and in use, serving over 33 billion ads per day.
“We compete with (and lose to) Fortnite more than HBO”
Reed Hastings, CEO of Netflix
Influencers and influencing have permeated almost every aspect of culture and society in 2019, with this being especially prevalent in the gaming industry, where people watched over 60 billion hours of gaming related content in 2018 alone, numbers which are only set to grow as millennial's ditch traditional media for online media.
With platforms like Twitch leading the charge, and gaming influencers like Ninja being paid $1m to stream Apex Legends on launch, it’s a pretty safe bet to say the importance of influencers in the gaming industry is only set to grow.
Influencers and developers on Ultra can use the influencers referral network to promote themselves or the product they’re attached to and receive a percentage of sales or user referrals that come as a result of said promotion. Considering the depth of the influencers market, their associated followers and the overall dollar value of that market, this could be a hugely influencing (pun intended) factor in gaining exposure, traction and adoption of the Ultra platform.
If you’re a generic user or gamer, you’re not left out when it comes to referrals. Ultra have also created a referral program that incentivises ordinary users and developers via a two level referral system. The image below explains this better than we can, but the main point here is that these sorts of programs will only help grow Ultra’s initial user base.
The Ultra Blockchain
Firstly, let’s get this out of the way, Ultra is an EOS fork (called EOSIO). For those who are blockchain purists and aren’t a fan of permissioned chains…look away now! In the context of what Ultra are trying to do, which is to run a commercial games distribution business powered by the blockchain, having a permissioned chain makes sense, so despite our disdain for EOS, we’ll give Ultra a pass mark on this one.
As you can see from the above image, Ultra has a TPS of 11K, which will be extended out to 100K TPS in Q3 2019. Being an EOS fork, the first thing we questioned the team on was regarding the TPS improvements and how they were able to achieve this when EOS haven’t been able to do the same themselves. While they were obviously hesitant to give up any technical details on this, they did make mention of the fact developers from EOS has been in contact to pick their brains on these improvements and that there may be some future collaboration on this front in the future. We welcome the disclosure of these technical innovations in the fullness of time.
As an EOS fork, Ultra will also have block producers supporting the network. In our discussions with the team, the founding block producers will be some of the gaming partners who are joining the ecosystem as publishers on the platform. Ultra will onboard these companies and help them run the infrastructure required to be a block producer. On launch, Ultra will have several block producers active on the network and will increase these out geographically to support the projects global expansion, as it happens.
Ultra are also introducing a bespoke implementation of NFT’s, which as discussed above, will play an important role in the overall ecosystem, as this allows all sorts of interesting game mechanics and ways for game developers to leverage these tokens, both in-game and as part of the overall ecosystem. Again, Ultra were very hesitant on giving up any information as to the technicals on their NFT implementation, so in some ways, we’re taking their word for it at this point in time. We’re certainly keen to see an implementation of NFT on something other than ETH or an ETH fork (like GO-721).
Additionally, users on the network are able to transact with ZERO fees. Although this seems like something of a basic value add, it’s actually quite important when it comes to the gaming niche, as many games now use micro-transactions, and with the value of some items being quite low, having a transaction fee, even an extremely low one, would force the cost of items up to account for this.
The Ultra platform is powered by the UOS token. It’s important to note this will initially be issued as an ERC20 token prior to mainnet being released in Q3 (hello IDEX and Bilaxy).
One of the reasons we have rated this project so highly is due to the many utility use cases for the token in the overall ecosystem. Unlike many token utility models, in which a token is a substitute for fiat payments, the UOS token is baked into the overall ecosystem, serving the many utility cases outlined below.
UOS Token Utility
- Payment for games and items (primary and secondary)
- P2P transfer of value
- Ad spend and Ad revenue paid in UOS
- User rewards and referrals are paid in UOS
- Mined crypto is converted to UOS
- Creation of NFT’s
UOS NFT’s Token Utility
- Consumable in-game items
- Item subscriptions
- Game subscriptions
It’s important to note that although the entire ecosystem is tokenised, users have the option of paying in fiat for any content in the marketplace as you would on Steam, with this reducing the most important friction point of any token based ecosystem. Most importantly, any tokens bought using fiat on the users behalf are bought off an exchange, putting pressure on token supply and demand.
Past the above utility use cases, both users and developers on Ultra can earn additional value adds, such as free games, in-game items, and advertising credits by staking (called stacking on Ultra) UOS tokens on the platform. As per any staking model, this has the additional benefit of locking tokens from the overall circulating supply. It’s important to note that no details on required staked amount have been released at this point in time.
Hardcap: $11.4m USD ($11,381,61)
Already Raised: $6.4m USD ($6,381,611)
IEO Sale: $5m USD
IEO Token Price: $0.05
Seed Token Price: $0.063
Private Sale Token Price: $0.071 — $0.077
Day One M/Cap: $5m USD
Fully Diluted M/Cap: $50m USD
Total Tokens: 1b UOS
Tokens Sold to Public: 19.54%
In total, 1 billion UOS tokens will be minted, with $5m USD of these tokens being in circulation on day one. At an IEO price of $0.05, this gives the project a fully diluted marketcap of $50m. Seed and private both paid a higher price than the IEO price (no surprises there).
In total, 19.54% of tokens will be sold to the public. The project has already raised $6.4m USD for 9.54% of tokens and will be selling the remaining 10% of the public token allocation for $5m USD in the upcoming IEO. This figure includes a small blockround (pre-IEO sale). (Ultra have provided two scenarios in their Token Metrics Medium article, however the below is the more realistic of the two).
Company and team tokens are locked for one year, vesting over a two year period after that. Seed and private presale are both locked for three months, with 1/9th of tokens subsequently vesting each month after.
Partners and advisors are locked for one year, with tokens vesting over a year after that.
IEO contributors are fully unlocked as always, while blockround contributors receive 34% tokens immediately then 33% each month after.
- 5% of all Ultra’s game sales profits are locked for at least 2 years.
- 10% of all games sales are frozen (to serve as collateral for refund requests) for 2 months.
- The 10% company reserve will only be unlocked once Ultra has reached 1 million monthly active users.
Ultra have released a Medium article detailing their token metrics and allocations which can be viewed via the link below —
Token Metrics and Allocation
In this post Ultra will clarify the Token metrics and allocations to provide an overview of what we’ve done and to lay…
12% of tokens allocated towards “Exchanges” sticks out like a sore thumb in the token allocation chart. The team obviously couldn’t confirm but we’d assume these will be used for market markers and/or additional exchange listings.
In general, the projects current token metrics are a huge improvement on past efforts. A smaller cap and lower day one circulating supply ticks the boxes of the current climate…although the IEO raise amount is on the higher end compared to other projects. What this means for IEO investors and the early stage of the coins life, we’ll let our readers decide, but will emphasize the fact that shortly after the token sale (approx 2–3 months), the coin will have true utility and the beginnings of actual demand.
We’re not going to bother comparing Ultra to other blockchain gaming platforms, as in our opinion, this is redundant. Sure, you can talk about the Robot Cache’s, WAX’s, The Abyss’s of the world, but the reality is they are bit part players in the blockchain space, let alone the overall gaming industry. The main value offerings of each of those platforms are also just a small piece of what Ultra offers as an overall package and platform.
Of course, it would be remiss to talk about competitors without mentioning Steam, who loom as the ultimate roadblock, an industry behemoth with a dominant market share and billions of dollars behind them. As big as Steam is however, it’s clear from the above comparison chart that Ultra has enough unique features to compete with Steam, even at a niche level.
There’s two main points to be made here. Firstly as an incumbent, Steam’s growth has arguably peaked, after all, once you have one billion registered user accounts, it doesn’t leave much room for expansion. Secondly, despite this overwhelming market share, Steam only accounts for around 12% of PC games sales worldwide and with 88% of developers self publishing (this stat does include the likes of Epic and Origin “self publishing” via their own platforms however), there’s still a large chunk of the overall games sales market left to exploit.
A great case in point here on Steam’s hegemony on games distribution is the birth of the Epic Store. Leveraging the success of Fortnite, Epic created their own games store and forced gamers to use it, should they wish to play any Epic titles. Not only has this been widely successfully, it has demonstrated an important fact, if you have exclusive titles that gamers want to play, they will use your store and infrastructure, the gaming version of the saying “if you build it, they will come”.
We highly recommend reading the below article on Steam v Epic, as it’s not only interesting in that context, but also in the context of Steam v Ultra, as it’s essentially the same points.
“Epic doesn’t need to convince players [to abandon Steam.] It only needs to convince developers.”
Steam's iron grip on PC gaming is probably over even if the Epic Games Store fails
At the end of January, Deep Silver pulled Metro Exodus from Steam and moved it to the Epic Games Store. It was the…
Our opinion on competitors for Ultra is that existing blockchain competitors are irrelevant, the world has moved on from the likes of The Abyss, Robot Cache, Wax etc. While the Ultra economy is powered by blockchain project, its tech stack is actually traditional and as such should be compared to traditional competitors in the space. Keeping in mind, Steam, as big as it is, only accounts for 12% of the overall game sale market so there is still plenty of space for Ultra to claw out a small percentage of the space and still be a profitable venture…in a worst case scenario.
Bitfinex have been a long term partner of Ultra and from our understanding, have taken an undisclosed equity stake in the project during their equity round. This connection has led to the hosting of the IEO itself, via Bitfinex’s IEO platform Tokinex.
From our understanding, this partnership with Bitfinex also extends into the facilitation of token purchases via credit cards using the Bitfinex API (detailed in the Token Utility section above).
The details of the Tokinex IEO can be found in the article below —
- Mystery Chinese Partnership
Ultra also have “exclusive partnerships in China” which gives the application exposure to over 70m Chinese gamers. After digging around the core teams LinkedIn’s, it doesn’t take a genius to work out this is most likely related to Xiaobawang, a Chinese gaming company who have developed and produced a hybrid PC/console called Subor Z+. What’s most interesting about the Subor Z+project is that the hardware is developed and supported by AMD, something to take into consideration when looking at the teams statement about the Ultra application being pre-shipped with devices from a major hardware manufacturer.
Of course the hope here would also be that the Ultra application is also pre-shipped or migrated to Subor Z+ consoles as well, which might not be so far fetched considering the below —
- Additional Gaming Partnerships
Ultra have also signed “over 100 games publishers” to the platform. For the purposes of this review we’ve been asked not to mention names and have only been given a preview of the bigger, ubiquitous and potentially epic gaming partnerships that are already signed and confirmed. What we can say is the few we’ve had access to are top tier gaming partnerships with AAA game development studios. A hint on who some of these partnerships may be found on the Blockchain Game Alliance website, of which Ultra is a member…
- Other Partnerships
The other partnerships on the Ultra website, in all honestly, are all pretty mediocre. You know you’re stretching for partnerships when you have Wachsman PR listed as a partner. As such, if we weren’t already aware of some of the unannounced and upcoming partnerships, we’d be judging this part of the project quite harshly and marking down the projects rating as a result.
Hopefully readers of this article can read between the lines when it comes to partnerships. While there is not much on paper at this point in time, the Ultra team stated to us that they saving all of the big announcements until post-IEO, rather than using them to draw in pre-IEO hype. Of course the cynics among us can say they may or may not exist, do as always, please use your own judgement here. We’d suggest taking a good look at the team section below to further determine the reality of who these partnerships may be.
Either way, one thing is for sure, this project will live or die based off the strength of these partnerships, that is how critical they are to the growth of the platform.
Strangely enough, the Ultra roadmap isn’t included in the whitepaper, however it can be found on the Ultra website. For the purposes of this article, we’ve recreated it above though.
Ultra was initially formed in Q1 2017 in Tallinn, Estonia, expanding to Paris in Q1 2019. The main tech behind the platform has been in development since Q2 2017, with the MVP being delivered in Q1 2019, moving into Private Beta in Q2 2019.
It’s worth noting that Ultra initially started to raise funds in 2018 and due to the bear market, had to competency change the raise amount and token metrics. You can see this former structure here.
What’s most interesting on this roadmap is the deliverables in Q3. With Q3 2019 ending on the 30th of September and the TGE being hosted on the 18th of July, this gives the Ultra team a maximum of 74 days to deliver mainnet and the first downloadable (open beta) release of the Ultra Desktop app.
By Q1 2020 Ultra plan to have released the core version of the Ultra Desktop Application, the Chinese localisation version of this app, along with the Ultra Go Beta Mobile app and 3rd party kit allowing other developers to “plug in” to Ultra’s blockchain tech.
One of the reasons we have rated this project so highly is not only the development maturity of the product, but the fact it is a short turn around until an actual production release. In a crypto world in which projects are sold on future potential and promises, we place extreme emphasis on the actual deliverance of a working product. Of course, roadmaps are just that, an indication of future plans, and the proof is actually in delivering upon these timelines. Taking into consideration the previous roadmap achievements for Ultra, this seems more likely that not, however it is fair to say, this project will really kick into gear in late 2019/early 2020 and that in the gap between, token value will be more based off speculation and future potential than actual usage and user adoption.
The Ultra website and whitepaper both state the team consists of “42 full time collaborators” which seems like an awkward way of phrasing 42 full time employees, if this is actually the case. Checking the companies LinkedIn results in 34 employees on the company LinkedIn page, so it seems to be more fact than fiction.
One does wonder what the monthly burn rate is for 42 employees though…
Key team members of note are —
- Co-CEO David Hanson
- Co-CEO Nicolas Gilot
- CTO Michael Dunn
- CSO Edward Moalem
You can read more about Edward in the profile article below.
Exclusive Interview With CSO of ULTRA, Mr.Edward Moalem
The video gaming industry has continually been at the forefront in applying and adapting new technologies to advance…
- Project Manager Cristian Rizea
You can read more about some of the Ultra core team members (in their own words) below.
Meet the Ultra Leadership Team
In this article we will provide our community more detailed information about our co-CEOs, Nicolas and David, their…
Key advisors of note are —
Although it’s easy to be cynical about names and partnerships in crypto these days, it’s worth taking note of some of the companies Ultra’s core team members and advisors have held high level positions in. With the project being so reliant on partnerships to drive game developers and development studios to the platform, along with the handling of “local content acquisition, marketing, events, customer support, payments, taxes, licenses,and national regulations”, the value of these partnerships and the network effect they can potentially bring can not be overstated enough.
The red flag on the team side of things is the lack of experience on the blockchain side of things. It appears the Lead Blockchain Developer (who was a part of EOS Canada) left the team some time ago and from a team of 42 employees, only two members are dedicated to developing the blockchain tech. With mainnet being released later this quarter, this may not be as critical as it appears at face value, but is something to take into consideration none the less.
Ultra plainly state themselves “the quantity and the quality of games available on Ultra will define the pace at which the platform will grow” and this couldn’t ring any more true. Having gone through this project in detail and having received an in depth preview of the platform, we have very little doubt the tech will not be the limiting factor when it comes to use and adoption of the platform.
Network effect is often an overused term in crypto, however Ultra has done an incredible job of ensuring all participants in the Ultra ecosystem are correctly incentivised and rewarded for their participation. This strategy is extended out to Ultra’s partnership plans, in which local operators will act as “franchisees” further extending both the reach of the platform and the content contained within. Game Developers = Games = Users.
Ultra isn’t going to be something that takes down Steam overnight, in fact it will probably take some time to compete in any meaningful fashion, however out of all the gaming blockchain projects we’ve used and reviewed, Ultra stands heads and shoulders above the rest with it’s compelling use of blockchain technology combined with a mature tech stack that offers several unique and compelling selling points past “blockchain”.
- Ultra IEO to be hosted on Tokinex on the 16th of July
- IEO hardcap of $5m USD. Total project hardcap of $11.4m USD
- Initial circulating supply of $5m USD, increasing to $7m USD on 3 months and $11m USD at the 6 month mark
- Currently in closed beta. Initial product release in Q3 2019. Full product release in Q4 2019
- Ultra application will come pre-shipped with hardware from a MAJOR hardware manufacturer
- Several MAJOR unannounced gaming partnerships to come post IEO
- Over 100 game publishers currently signed on to distribute games via Ultra
- Bitfinex is a partner in the project
- EOS fork, supporting 11K-100K+ TPS with a bespoke NFT implementation
- UOS tokens can be purchased using a credit/debit card directly on the app
- NFT tokens can be created using UOS tokens
- Platform includes bespoke Content Distribution, Overlay and Ad Delivery tech as additional USP’s
- 50% of Ultra’s share of game sales revenue is redistributed to players and developers
- Developers who release games on Ultra can receive an additional 21% in revenue share as compared to other games distribution platforms
- Gamers have the ability to resell games and items using UOS tokens on the platform (via the secondhand market)
- Referral program in place to gain critical mass and incentivise gamers, developers and influencers to join the platform
- Rewards and staking programs available for both gamers and developers
- Team has a long history in the video games industry with existing relationships with both major game development studios and hardware manufacturers
Please note, the thoughts and opinions in this article are those of the writer and in no way should be considered financial advice.