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Small reviews of (I think) all incremental games I've ever played on Android

I don't know if this will be useful to anyone. So I write a line or two about every game I play, and decided to find all the incremental in my game journal and post them here. It starts with the latest games I've played and I think goes back to several years back. One thing I've realized is I have such a love-hate-hate relationship with this genre since I think I've hated 90% of the games and 100% of myself after each incremental phase. I usually angrily stop playing them for a while and restart them again, so this is more or less a journal of addiction, I suppose.
THE BEST GAMES I'VE PLAYED ARE THESE (no order):
  1. Kittens Game
  2. Antimatter Dimensions
  3. Oil Tycoon
Honorable Mention: Eggs, Inc
The rest: more or less hated it
Additional comment if you decide to scan through it, I complain a lot, so it is perfectly reasonable and normal to think, "why the fuck are you even playing these games, idiot??".

------
Time Idle RPG
This game was confusing. It tells me the game's resources is time, where you get 1 of it every second, but that's not really something as unique as I assumed. It would have been cool if time as resources meant you used it to deal with something related to time. Maybe time travel? Maybe slowing and speeding time?
Instead time as resource buys you stuff like a library. And then you buy a camp or something. Honestly, I wasn't really feeling it.
2
Path of Idling
The biggest cardinal sin for me when it comes to incremental is when a game has a lot of features and it just completely throws them all at you instantly. The joy of a great incremental is how things slowly open up and each new achievement feels progress.
The game is a RPG game and these are the things that opened up for me in the first few hours.
Combat which includes normal fighting, dungeon, raid, boss, PVP (locked, but it just needs an ascend, which I haven't done)
Skills
Hero upgrades which include Passive (strength, defence, stamina, intelligence), Train, and a huge Tree
Town which you can buy workers who get you various things like gold, orbs, knowledge, etc. You can upgrade stuff here.
Quest that also includes Perks and Skill quests.
Gear which 5 equipment slots, plus craft plus trade plus smelt
Also gear for your Pet, which is also another tab!
Now, here is the thing. Because I have all of this pretty much instantly, I don't really know which ones are helping me go past a well. How is adding 10 points in strength helping me? Should I have added five in strength instead and five in defence? I have already bought 20 or so upgrades in the Tree, but I have no idea if I am made the optimal choice. There is no real excitement with getting new gear. And so on.
The dev has added a lot of features, now it's time to rework the game, and have the features take their time.
2
Idle Slayer
The game is like a super simple platformer. Your character is running and any enemy it hits, it automatically slays it. There is no HP, and all enemies die in one shot. Your only active play is jumping occasionally to grab coins or hit the flying enemies. Also, you have a run skill that has a cool down.
With the coins, we get new weapons that give us more coins. Enemies give us souls which is used for the prestige system that provides us with an interesting skill tree which provides a lot of choices on the path you want to do in terms of upgrades.
So far excellent, however, the game has an extremely serious issue of pacing. The game initially progresses so fast that in the first hour or so, you get almost all the weapons aside from the last two, which then grinds down to a snail pace. You can upgrade your past weapons, but they never really get into play again. Reaching high levels of past weapons sometimes gave me upgrades of that weapon of 10,000% but they still did nothing to my overall coin per second. I think the pacing needs to be fully reworked. It would have been nice to get new weapons after certain prestige cycles, so that every new weapon feels like we have passed a significant wall. The best part of an incremental game for me is to face a wall, and when I finally break it, I feel powerful again for a while. This game feels like this though, powerful powerful powerful powerful WALL........break it....WALL. And so on. I'm still playing it as I want to get some of the skills, but I feel like it could have been so much better.
4
Exponential Idle
A very back to the foundation kind of incremental. The premise is that you are a student and working on a formula. There is a neat story where as you progress in the game, your character progresses through university. Each upgrade gives you more and more automation until I reached a stage where I would check back once every 2 or 3 days, click a 2nd layer prestige reset, and close it. Meaning the game was something like 5 seconds of game player every 2 days. I just opened it for this review and realized I had reached the end game. The story wraps up and it tells me "You can take a rest. Travel a bit. Go outside!" NO, DON'T TELL ME WHAT TO DO GAME.
3
Factoid
Factoid & Spark should have the same review as they are almost the same game with only small differences. The games are the most basic kind of incremental, where you buy something with resources, until you get the next thing which gives you more of the resources. Both give you upgrades to speed things up, and finally prestige and it's own prestige upgrades. That's it. It's nice little change of pace from all the recent incremental that sometimes do too much, but obviously due to the very simple nature of it, it does eventually feel pointless, specially after you more or less open up everything and the prestige upgrades just keep repeating.
3
Spark
Factoid & Spark should have the same review as they are almost the same game with only small differences. The games are the most basic kind of incremental, where you buy something with resources, until you get the next thing which gives you more of the resources. Both give you upgrades to speed things up, and finally prestige and it's own prestige upgrades. That's it. It's nice little change of pace from all the recent incremental that sometimes do too much, but obviously due to the very simple nature of it, it does eventually feel pointless, specially after you more or less open up everything and the prestige upgrades just keep repeating. 3
Antimatter Dimensions
Easily top 5 incremental on mobile. Does everything perfectly. You progress nicely, and when new features open it, not only is it rewarding but more importantly, it keeps adding new dimensions (lol) to the game. I'd at the end game as I write this, and I realize that there was no point in the game where it felt stale. Each new prestige layer made the game feel fresh and almost like a new incremental game.
5
Melvor Idle
It seems this game was mainly aimed at Runescape players, which is probably why it didn't click for me. It also run extremely slow on my phone which also played a part in me not really getting into.
2
A Girl Adrift
The animation is really pretty and is a nice change of pace for incrementals, but I didn't really like the too much active play. Really had to keep going back and forth to different areas to do the fishing which got too repetitive for me.
You travel to different areas of the map to catch fish, which you get points and then you upgrade stuff, but I didn't really find any real excitement about the upgrades because I kept having to go back to previous areas to fish similar creatures.
3
Archer: Danger Phone
I'm really annoyed how terrible of a game this was. Two things I like, the TV show "Archer" and incremental games, and it's done in the most lazy manner. The game is the worst aspect of idle games where it's just a straight path of clicking the next upgrade with absolutely zero decision making. Every once in a while there is a mini game where Archer gets to shoot others but it's done in the most basic form of early 2000s flash games, where the animation budget is probably 3 dollars. Same static background and both enemies and Archer have just two animation frames. The absolute laziness of it is almost insulting to the player, because it feels like we aren't even worth the effort.
There is an Archer story in the game which develops really fast, which is the only positive part, but no voice acting is again another evidence that the creators of the game weren't given any budget for this.
1
Home Quest
This game is way too slow. You have to collect materials to build your settlement but everything takes time, so you click for a few seconds, and then you have to leave the game. Which I'm fine with, but the problem isn't the idle part of it, it's how the idle part of it combines with constant checking of the game which annoys me. I like an idle game where you forget to start the game for a day, you come up to a lot of resources, but this is a game which needs you to check back in every 30 minutes or an hour to really get anywhere. I felt that the micromanagement was getting worse as I progressed (without any actual thing to do when I am active in the game) that made me give up.
2
Idle Industry
This is probably an interesting game, but I gave up because the one thing I really disliked was the amount of resources and manufacturing that very quickly opens to you. You can buy raw materials, and you can either sell these raw materials or turn them into finished goods and sell them either. And each of these has several upgrade options (increase selling price, increase production, etc). Without even really getting too deep into the game, I have around 20 raw materials and around 30 finished products. A satisfying part of this genre is to have things slow open up for you, which gives me a decent feeling of satisfaction. But the money I got would quickly open up new products, so I would just jump ahead and purchase more expensive ones, and after a while I had a lot of materials and products at zero, and was instead focusing on latter ones.
2
Masters of Madness
Somewhat neat atmosphere and visuals, but too much active clicking. Click, upgrade to get more per clicks, get minions to get you some points without clicking, typical clicker, but with the added benefit of almost no idling. I like idling incrementals but clickers is a hard no from me.
1
Soda Dungeon 2
Basically similar to the first one, as far as I could tell. I did "finish" it but maybe I shouldn't have, since it really is the same thing from early on, specially once you get all the heroes and you kind of sort out which characters work best, then it's just the same. But because it was somewhat short and no real wall, it was at least easy to stick to it to the end.
2
Bacterial Takeover
Played for a decent amount and was actually more interesting that I thought, given the buttload of ad incentives. You create and upgrade bacteria, attack planets, and eventually go into a blackhole to prestige. Most of the game was good, but the part that killed it for me was the prestige system. Once you prestige, planets get super easy to attack, which becomes a lot of active play. I realized that each prestige was taking me at least 30 minutes to get to where I was, and it was just meaningless clicking. It got to a point where I was putting off prestige because it seemed like it would be a hassle so I stopped.
2
LogRogue
Cute graphics. The hero sort of hopping to hit the tiny monsters is cute to look at, but how long can you look at it and do nothing before you realize that it's boring? I suppose this is a game where it's just not for me. I don't like to have my phone open on a game and just watch it like a crazy person and do nothing. My rule is simple for incrementals. While the app is open, be active, if there isn't any choices to make, close the app while resources build up or whatever. I don't like it being open while I do nothing.
3
A Kittens Game
Incremental games are so strange. I get in and out of the phases. I loved this for so long and so obsessively that I wanted to only play incremental games. And then, just like that, I was wondering why the fuck I was wasting my time with this. Has happened countless times before.
But still probably the best incremental ever.
5
A Dark Room
An incremental cult classic of sorts but I don't find it really matches the genre. There is a bit of incremental at the beginning with people huts and stuff but then its just a ascii exploring game, which wasn't interesting to me.
2
Little Healer
Saw it mentioned in the Reddit incremental forum in one of the posts and thought it was a healer themed incremental which sounded neat. But it's like being a healer in a raid in World of Warcraft without any if the extras. Just a couple of bars representing your team mates and you healing them while they fight the boss. I didn't even like playing the healer in WoW so no way would I play this game.
1
Clickie Zoo
Started playing for a few days until I realized there a beta released with the dev reworking the game completely from scratch and releasing it as "Idle Zoo Tycoon". So, played that instead but this seemed like a game I would enjoy anyway.
4
Idling to Rule the Gods
The UI and one drawing if your character is really ugly enough to be distracting to me. The game, seemed interesting and I eventually was into it, but seems like a game that has been constantly being updated, which is not always a good thing, because features are obviously updated regularly to it, making the whole thing a bit bloaty.
I guess, this is the problem with this game for me, it's too fat. Also, one main part of the game is that your character creates Shadow Clones up to a maximum limit. Which is fine except the clones can't be made in offline mode. This might not be a big deal in its original web browser game but that doesn't work as well in a mobile format.
2
Realm Grinder
This is one of the really popular incremental and it's fanbase seems to love it for it's depth, but to be honest, I don't play these games for the depth, I play it for the simple dopamine rush of doing the same thing over and over again. It relaxes.
Although, I didn't even get to the depth part because I dislike games where it rushes in the beginning. I constantly bought buildings, got spells, and got upgrades without even looking at the description. Apparently, later on, we can get complicated race upgades, which seems not what I'm looking for in such a genre.
2
Spaceplan
A short (!!) incremental with an actual story (!!!). That's two cool points for it but unfortunately, the game mechanics of increment genre isn't so good. It's a space game with nice visuals and a great ending (cool music set to cool graphics) but the game itself wasn't really that fun. This same exact game would have been better in a different genre (maybe something like "Out There"?)
3
Zombidle
Felt like idle games again and this is the kind of examples that kept me away. Too much clicking and seems like advancement will start to get irritating since it relies on IAPs
2
Eggs, Inc
While I was playing it, Eggs, Inc was probably my favorite Android game I had ever played. But like most incremental games, there comes a moment when I suddenly stop and think, what am I doing?
Because there is something fascinating about Incrementals. Their addictiveness is in a way the whole point. An incremental is less of a game and more an act of electronic addictiveness. What's the point?
Eggs, Inc is a very well made and fun incremental but even the best in its genre is still pointless.
4
Castle Clicker
Supposedly a mix of incremental and city building but didn't really find out since the clickings were way to much. I know this is supposed to be the genre but I like the incremental part more than the tapping part. This seemed to be a good way to hurt your fingers.
2
Endless Era
This RPG clicker game is like other such games but with horrible GUI and animations. Tap tap tap. It's my fault for downloading such games. Why would I ever think this would be fun???
1
Idle Quote
An incremental game with a unique twist. This time we get to make up quotes! The first negative about the game and this irritates me a lot is most of the quotes are fake. A quick search on Google and this proves it. Quotes are generally attributed to Buddha or Ghandi or shit like that and it's usually fake like most quotes on the internet. This kills the major possible advantage of the game because I thought coming up with arbitrary words would at least give me some quotes to learn. Aside from the this, the game isn't fun either because it slows down very quickly meaning you combine words very slowly at a certain stage of the game and then it becomes a boring grind.
2
Monster Miser
An incremental game with almost no graphics. We just see character portraits of monsters which we buy and then upgrade until we buy the next monster. Eventually we prestige which gives us multipliers. The only game choice is choosing between two monsters with each new monster with unique benefits. Annoyingly there is a max limit which I wish didn't exist because I wanted to prestige so much that I would be over powerful in upgrading like that "Idle Oil Tycoon". Still, pointless but reasonably fun.
3
Pocket Politics
An incremental take on politics sounds fun but it's so generic that it could have been about anything. A Capitalist idle game or a cooking idle game, it wouldn't matter. IAP was also the usual shitty kind.
1
Time Clickers
A shooter incremental sounds like a cool twist but it's not a FPS like I imagined it would be. I'm just stuck in a room and I was shooting blocks. Upgrades didn't give me any enjoyment since I was shooting fucking blocks.
1
Tap Tap Fish - Abyssrium
I thought this was going to be relaxing incremental but the ridiculous and generic IAPs and all the social integeration spoil it. Too much time is spent in them asking you to buy or share or tweet or post or give them a blowjob. And there is nothing relaxing about that.
2
Cartoon 999
Incremental game about comic book writers, but not the marvel DC kind, it seemed to be the webcomic one and I think it's a Korean developer so all the characters and injokes made no sense to me. The whole thing was just targeted to a very specific audience.
2
Dungeon Manager
Incremental games need to be simple but this is beyond simple, it's just upgrade a fighter to level 5, go to next dungeon character, do the same, and just continue without any of the delicious balancing of upgrades like other idle games.
2
Final Fortress
Incremental games are already pointless but when it's super heavy on IAP than its also annoying, but when it always has bugs that doesn't register my offline earnings, then it just needs a uninstall in its face.
The zombie skin was also crappy.
1
Mana Maker
Here is how I know this clicker isn't very good. It doesn't make me hate all clickers and my life and mobile gaming in general for being so addictive and pointless.
So fail, sorry.
2
Infinity Dungeon
The usual incremental RPG that I should probably never play again. Starts simple enough and then gets more or a chore as you play.
1
Another incremental game which I had promised myself not to play anymore because they are so pointless and repetitive and endless. Well, this wasn't infinite and had a goal at 999 level so I thought it was good but while the humor was cute, the game did become very repetitive. Every 10 levels the slimes changed but after every 100 levels the whole thing restarted and while the monsters got stronger, I seemed to get even stronger. So the game became easier as I progressed and there was no more challenge. By level 800, I gave up.
2
Tap Dungeon RPG
Okay, I'm running out of ways to complain about those incremental RPG games that all have similar problems. It starts off reasonably fast and fun but soon it seems like I am in a data entry job. Doing the same thing over and over again with little changes.
1
Dungeon 999 F: Secret of Slime Dungeon
Another incremental game which I had promised myself not to play anymore because they are so pointless and repetitive and endless. Well, this wasn't infinite and had a goal at 999 level so I thought it was good but while the humor was cute, the game did become very repetitive. Every 10 levels the slimes changed but after every 100 levels the whole thing restarted and while the monsters got stronger, I seemed to get even stronger. So the game became easier as I progressed and there was no more challenge. By level 800, I gave up.
2
Tap Dungeon RPG
Okay, I'm running out of ways to complain about those incremental RPG games that all have similar problems. It starts off reasonably fast and fun but soon it seems like I am in a data entry job. Doing the same thing over and over again with little changes.
1
Tower of Hero
You start on the first floor of the tower and keep fighting your way up by summoning your heroes (by clicking) and recruiting other fighters, get upgrades, level up, and then, ugh, here is the typical incremental RPG part, restart, get items, and do it ALL over again.
There is something fun about restarting and getting slowly stronger each time but it also feels so pointless after a while. Such a pointless genre now that I have played a billion of such titles, heh.
3
Pageboy
Yet another incremental RPG which I have no idea why I downloaded because I'm sick of the genre. I played a pageboy to a knight who does the fighting while I collect the lot. I collect the loot, buy stuff for the knight, and eventually I restart to do the same thing again and get better items but this game I didn't even RESTART! Because fuck it! Fuck it!
2
Idle Warriors
The story is cute. Human population is regressing while monster population is on the rise. So the humans start enslaving monsters to mine for them! The brave warriors beat the crap out of monsters, kidnap the bosses, and enslave them. The animation of monsters slaving away while speech balloons above them talk about their wife and children is funny.
But the game itself is another RPG incremental which I should start staying away from. These games are like a chore for me nowadays because I'm doing the same crap again and again. The blame is probably on me because it seems like a reasonably solid game. But hey, fuck it, I PERSONALLY didn't enjoy it.
2
Tap! Tap! Faraway!
Any game that is remotely like Tap Titan scares me. They are addictive at first and very fast moving but after every restart gets more and more annoying. It soon turns into a time eating activity with the player having to redo the initial levels to get relics to get better items to progress further to restart to get relics to and so on until the player realizes how much time he is putting in the game for a repetitive activity.
2
Auto RPG
Now that is a title the game developers didn't spend too much time on. RPG battles are automatic but I can help out by clicking like a mad man. I started with one hero but would get additional members in my party as the story progressed. Party members receive skills as as they level up and while all the skill usage is automatic, it did give me a sense of progression which is extremely important in a RPG and which I think is usually lacking in incremental games. It usually starts feeling useless but in this game at least there are new maps, new members, and an actual end sight!
There is an infinity stage once the last boss is defeated but I am glad the infinity stage happens AFTER the end and it's not the game itself.
4
Merchant
Hire a hero and send on to battle. The battles is done automatically and takes time, starts with something short like 10 seconds with each battle taking longer. The loot is raw materials which can be used to craft equipment which also takes real life time with better items taking longer. The crafted items can either be sold or equipped to the hero to make him be able to fight stronger monsters.
I was worried I would hate the longer crafting and fighting times because I hate games which I have to watch for a task to finish but even though the durations for longer, I had more to do. However, I don't know what would have happened in the end game because I gave up on it. New maps were exactly like the first map just with different heroes but the progression was similar in each level which felt that I was doing the exact same thing all over again but with longer task times.
2
Idle Oil Tycoon
This is the best idle game I played. It's graphics aren't just minor, they are none existent. It's just numbers, so basic that my sister thought I was on a stock market app.
It's such a simple concept. Invest, get oil, upgrade then like other idlers restart to get a bonus and do the full thing all over again. When I finished the game, I played the unlimited mode which I played until the unlimited mode couldn't handle the numbers anymore.
5
Soda Dungeon
This kind-of Idle Dungeon was great. I started with weak ass fighters who would fight on my behalf while I collected the loot. I then got to use the lot to upgrade the sofa bar to recruit more adventurers. Not sure why it was a sofa bar. Maybe they wanted to make it a family game and not have alcohol? Sounds weird but the sofa element in a RPG game sounds weirder.
The game only hit a brick for me when, like most other incremental games, there is no real closure. Once I thought I bet the big bad guy, it just goes on, harder but similar enough with no end in sight. Eventually, we have to stop playing right, but it always feels a bit like a let down when I don't feel like I have finished the game.
4
10 Billion Wives Kept Man Life
The two games from this company, 10 Billion Wives and Kept Man Life, have similar strengths and weaknesses.
I liked the silly premises from both. In 10BM, I had to get married as much as I could, using the loves I collect to marry more expensive wives! In KML, I'm a boyfriend who doesn't work and I have to please my career gf so she would take care of me.
Both start reasonably fast and I was willing to grind through difficult parts but the end game is like a brick wall. Passing through it to get all the achievements is pretty much impossible unless one puts in way too many hours. And it's a shame because I really wanted to get all the achievements to see all the tiny little extra stuff.
3
Adventure Capitalist
One of the better incremental games, but now that I am out of the short lived incremental fan phase, I realized how dumb the genre is. Tap, tap, tap, upgrade, do this a million times, reset, and do it all over again like a moron. The game does deserve credits for me acting like a moron and playing it for so long but I also cheated and got free cash and then if occupying became even more pointless.
3
The Monolith
A combination of an incremental and a civilization building game seemed like an excellent idea and in some ways, it was, specially how we get to upgrade through the ages from cavemen to futuristic. But no offline feature means that the resets aren't enticing.
2
USSR Simulator
An incremental game that has a great theme (USSR!) but absolutely horrible to enjoy, even though I did stick to it. After a certain upgrades, the game just turned into me popping in the game, clicking an upgrade and then forgetting about the game for a few days.
2
RPG Clicker
They should call these games tappers not clickers. We are not clicking anything on a touchscreen device. Anyway, tap tap tap level up buy weapons tap tap and uninstall.
1
Logging Quest Logging Quest 2
[Review is for the original and its sequel]
There is not much of a difference between the game. I actually played them both at the same time because the actual game is offline. You choose your hero, send them to a dungeon, and then come back to the game after a while to see how well they did. I thought an offline RPG like this might be interesting but then, if you don't really play a game, how much fun can it be?
1
Another pointless incremental. I was in an incremental phase and got so many incremental games that I know realize were absolutely pointless.
Hit a tree, buy upgrades, get a new hero, and continue hitting a tree. Not much offline it seems which is what I like about incrementals.
1
Galaxy Clicker
A space incremental that should have been a lot of fun. You get to upgrade your spaceship and buy new ones and explorer new planets. But first of all, the interface is so ugly that it makes playing the game less enjoyable. And a lot of things I didn't really get no matter how much I would play like the full exploring planets. The spaceships were nice, so it could have been fun.
2
Megatramp
A pretty pointless incremental kind of game. You are a tramp and then you can collect money to buy upgrades to make more money, with no strategy needed, nor any effort needs to be made to hurt your brain cells.
1
Inflation RPG
It supposed to be some kind of incremental RPG, I think, which has you resetting and getting more powerful and then fighting monsters to get insane levels. It is very unique but I couldn't get into it.
2
Widget RPG
Are you fucking with me? This is button bashing rpg in the most extreme manner. You get a widget, so you don't even have to open the game and distract yourself from the button bushing. Just click the button and the game plays behind the scenes and gets you experience, loot, and kills.
It's a ridiculous idea that is fun for a few minutes to see what they come up with but there is only so much button bashing you can do.
2
Capitalist Tycoon
I downloaded this game because I was in an incremental/idle game phase and really enjoyed AdVenture Capitalist. But this game is nothing like that. On the surface, it seems similar, buy small investments, make money, buy bigger investments, and so on.
But with this game, there is no offline mode, and you keep having to wake up managers, AND the goal is to see how much you make in one year. Bah. I prefer the incremental approach which makes you build and build and build, not try to rush it in just a year.
2
Clicking Bad
An incremental clicking game that is themed after Breaking Bad. It is a fun idea it's a very simple game with little to do aside from the obvious of upgrading and upgrading. The only twist might be to balance out making lots of money selling drugs and not attracting the law but even that is only a small challenge at the start. Eventually, you will get enough upgrades to bring the law risk so down that it makes no impact on the game play.
2
Zombie Tapper
A super basic incremental clicker game with a zombie team. Click click click to eat brains, use brains (?) to buy zombies to do the brain eating for you and then buy upgrades for your zombies, and buy new zombies and it all feels very pointless.
1
Bitcoin Billionaire
I started to enjoy incremental games, but it needs to have a good offline mode, because I don’t want to just play a game where I keep tapping. But that doesn’t mean I didn’t play. I played it, and I played a lot of it, because I could reset the game (like most incremental games) and it gives you a small benefit where you could finish the full game a bit faster (it gives you bonus income). So, I kept finishing and resetting, and each time the start to finish would shorten, so I thought I would reach a stage where I could finish each start-to-finish in an instant! It didn’t happen. I got bored first.
3
Tap Titan
An addictive tapping game. Just tap on the creatures, level up, get new skills, hire heroes, and then reset and to it all over again to progress further. It’s an incremental game where it depends on resets to progress, but no real offline bonus, so you have to be playing online. Which got boring, so I installed an app that does the tapping for me, which is actually a stupid way to play the game, but this isn’t an attempt to prove to anyone my intelligence. Anyway, thankfully something went wrong and my progress got deleted, WHICH WAS A GOOD THING, because the game was extremely addictive.
4
God Squad
I’ve realized most incremental games are stupid. Tap on monsters to kill, collect gold, buy Roman Gods, level them up, fight other monsters, and then get bored.
1
submitted by madali0 to incremental_games [link] [comments]

Proposal: The Sia Foundation

Vision Statement

A common sentiment is brewing online; a shared desire for the internet that might have been. After decades of corporate encroachment, you don't need to be a power user to realize that something has gone very wrong.
In the early days of the internet, the future was bright. In that future, when you sent an instant message, it traveled directly to the recipient. When you needed to pay a friend, you announced a transfer of value to their public key. When an app was missing a feature you wanted, you opened up the source code and implemented it. When you took a picture on your phone, it was immediately encrypted and backed up to storage that you controlled. In that future, people would laugh at the idea of having to authenticate themselves to some corporation before doing these things.
What did we get instead? Rather than a network of human-sized communities, we have a handful of enormous commons, each controlled by a faceless corporate entity. Hey user, want to send a message? You can, but we'll store a copy of it indefinitely, unencrypted, for our preference-learning algorithms to pore over; how else could we slap targeted ads on every piece of content you see? Want to pay a friend? You can—in our Monopoly money. Want a new feature? Submit a request to our Support Center and we'll totally maybe think about it. Want to backup a photo? You can—inside our walled garden, which only we (and the NSA, of course) can access. Just be careful what you share, because merely locking you out of your account and deleting all your data is far from the worst thing we could do.
You rationalize this: "MEGACORP would never do such a thing; it would be bad for business." But we all know, at some level, that this state of affairs, this inversion of power, is not merely "unfortunate" or "suboptimal" – No. It is degrading. Even if MEGACORP were purely benevolent, it is degrading that we must ask its permission to talk to our friends; that we must rely on it to safeguard our treasured memories; that our digital lives are completely beholden to those who seek only to extract value from us.
At the root of this issue is the centralization of data. MEGACORP can surveil you—because your emails and video chats flow through their servers. And MEGACORP can control you—because they hold your data hostage. But centralization is a solution to a technical problem: How can we make the user's data accessible from anywhere in the world, on any device? For a long time, no alternative solution to this problem was forthcoming.
Today, thanks to a confluence of established techniques and recent innovations, we have solved the accessibility problem without resorting to centralization. Hashing, encryption, and erasure encoding got us most of the way, but one barrier remained: incentives. How do you incentivize an anonymous stranger to store your data? Earlier protocols like BitTorrent worked around this limitation by relying on altruism, tit-for-tat requirements, or "points" – in other words, nothing you could pay your electric bill with. Finally, in 2009, a solution appeared: Bitcoin. Not long after, Sia was born.
Cryptography has unleashed the latent power of the internet by enabling interactions between mutually-distrustful parties. Sia harnesses this power to turn the cloud storage market into a proper marketplace, where buyers and sellers can transact directly, with no intermediaries, anywhere in the world. No more silos or walled gardens: your data is encrypted, so it can't be spied on, and it's stored on many servers, so no single entity can hold it hostage. Thanks to projects like Sia, the internet is being re-decentralized.
Sia began its life as a startup, which means it has always been subjected to two competing forces: the ideals of its founders, and the profit motive inherent to all businesses. Its founders have taken great pains to never compromise on the former, but this often threatened the company's financial viability. With the establishment of the Sia Foundation, this tension is resolved. The Foundation, freed of the obligation to generate profit, is a pure embodiment of the ideals from which Sia originally sprung.
The goals and responsibilities of the Foundation are numerous: to maintain core Sia protocols and consensus code; to support developers building on top of Sia and its protocols; to promote Sia and facilitate partnerships in other spheres and communities; to ensure that users can easily acquire and safely store siacoins; to develop network scalability solutions; to implement hardforks and lead the community through them; and much more. In a broader sense, its mission is to commoditize data storage, making it cheap, ubiquitous, and accessible to all, without compromising privacy or performance.
Sia is a perfect example of how we can achieve better living through cryptography. We now begin a new chapter in Sia's history. May our stewardship lead it into a bright future.
 

Overview

Today, we are proposing the creation of the Sia Foundation: a new non-profit entity that builds and supports distributed cloud storage infrastructure, with a specific focus on the Sia storage platform. What follows is an informal overview of the Sia Foundation, covering two major topics: how the Foundation will be funded, and what its funds will be used for.

Organizational Structure

The Sia Foundation will be structured as a non-profit entity incorporated in the United States, likely a 501(c)(3) organization or similar. The actions of the Foundation will be constrained by its charter, which formalizes the specific obligations and overall mission outlined in this document. The charter will be updated on an annual basis to reflect the current goals of the Sia community.
The organization will be operated by a board of directors, initially comprising Luke Champine as President and Eddie Wang as Chairman. Luke Champine will be leaving his position at Nebulous to work at the Foundation full-time, and will seek to divest his shares of Nebulous stock along with other potential conflicts of interest. Neither Luke nor Eddie personally own any siafunds or significant quantities of siacoin.

Funding

The primary source of funding for the Foundation will come from a new block subsidy. Following a hardfork, 30 KS per block will be allocated to the "Foundation Fund," continuing in perpetuity. The existing 30 KS per block miner reward is not affected. Additionally, one year's worth of block subsidies (approximately 1.57 GS) will be allocated to the Fund immediately upon activation of the hardfork.
As detailed below, the Foundation will provably burn any coins that it cannot meaningfully spend. As such, the 30 KS subsidy should be viewed as a maximum. This allows the Foundation to grow alongside Sia without requiring additional hardforks.
The Foundation will not be funded to any degree by the possession or sale of siafunds. Siafunds were originally introduced as a means of incentivizing growth, and we still believe in their effectiveness: a siafund holder wants to increase the amount of storage on Sia as much as possible. While the Foundation obviously wants Sia to succeed, its driving force should be its charter. Deriving significant revenue from siafunds would jeopardize the Foundation's impartiality and focus. Ultimately, we want the Foundation to act in the best interests of Sia, not in growing its own budget.

Responsibilities

The Foundation inherits a great number of responsibilities from Nebulous. Each quarter, the Foundation will publish the progress it has made over the past quarter, and list the responsibilities it intends to prioritize over the coming quarter. This will be accompanied by a financial report, detailing each area of expenditure over the past quarter, and forecasting expenditures for the coming quarter. Below, we summarize some of the myriad responsibilities towards which the Foundation is expected to allocate its resources.

Maintain and enhance core Sia software

Arguably, this is the most important responsibility of the Foundation. At the heart of Sia is its consensus algorithm: regardless of other differences, all Sia software must agree upon the content and rules of the blockchain. It is therefore crucial that the algorithm be stewarded by an entity that is accountable to the community, transparent in its decision-making, and has no profit motive or other conflicts of interest.
Accordingly, Sia’s consensus functionality will no longer be directly maintained by Nebulous. Instead, the Foundation will release and maintain an implementation of a "minimal Sia full node," comprising the Sia consensus algorithm and P2P networking code. The source code will be available in a public repository, and signed binaries will be published for each release.
Other parties may use this code to provide alternative full node software. For example, Nebulous may extend the minimal full node with wallet, renter, and host functionality. The source code of any such implementation may be submitted to the Foundation for review. If the code passes review, the Foundation will provide "endorsement signatures" for the commit hash used and for binaries compiled internally by the Foundation. Specifically, these signatures assert that the Foundation believes the software contains no consensus-breaking changes or other modifications to imported Foundation code. Endorsement signatures and Foundation-compiled binaries may be displayed and distributed by the receiving party, along with an appropriate disclaimer.
A minimal full node is not terribly useful on its own; the wallet, renter, host, and other extensions are what make Sia a proper developer platform. Currently, the only implementations of these extensions are maintained by Nebulous. The Foundation will contract Nebulous to ensure that these extensions continue to receive updates and enhancements. Later on, the Foundation intends to develop its own implementations of these extensions and others. As with the minimal node software, these extensions will be open source and available in public repositories for use by any Sia node software.
With the consensus code now managed by the Foundation, the task of implementing and orchestrating hardforks becomes its responsibility as well. When the Foundation determines that a hardfork is necessary (whether through internal discussion or via community petition), a formal proposal will be drafted and submitted for public review, during which arguments for and against the proposal may be submitted to a public repository. During this time, the hardfork code will be implemented, either by Foundation employees or by external contributors working closely with the Foundation. Once the implementation is finished, final arguments will be heard. The Foundation board will then vote whether to accept or reject the proposal, and announce their decision along with appropriate justification. Assuming the proposal was accepted, the Foundation will announce the block height at which the hardfork will activate, and will subsequently release source code and signed binaries that incorporate the hardfork code.
Regardless of the Foundation's decision, it is the community that ultimately determines whether a fork is accepted or rejected – nothing can change that. Foundation node software will never automatically update, so all forks must be explicitly adopted by users. Furthermore, the Foundation will provide replay and wipeout protection for its hard forks, protecting other chains from unintended or malicious reorgs. Similarly, the Foundation will ensure that any file contracts formed prior to a fork activation will continue to be honored on both chains until they expire.
Finally, the Foundation also intends to pursue scalability solutions for the Sia blockchain. In particular, work has already begun on an implementation of Utreexo, which will greatly reduce the space requirements of fully-validating nodes (allowing a full node to be run on a smartphone) while increasing throughput and decreasing initial sync time. A hardfork implementing Utreexo will be submitted to the community as per the process detailed above.
As this is the most important responsibility of the Foundation, it will receive a significant portion of the Foundation’s budget, primarily in the form of developer salaries and contracting agreements.

Support community services

We intend to allocate 25% of the Foundation Fund towards the community. This allocation will be held and disbursed in the form of siacoins, and will pay for grants, bounties, hackathons, and other community-driven endeavours.
Any community-run service, such as a Skynet portal, explorer or web wallet, may apply to have its costs covered by the Foundation. Upon approval, the Foundation will reimburse expenses incurred by the service, subject to the exact terms agreed to. The intent of these grants is not to provide a source of income, but rather to make such services "break even" for their operators, so that members of the community can enrich the Sia ecosystem without worrying about the impact on their own finances.

Ensure easy acquisition and storage of siacoins

Most users will acquire their siacoins via an exchange. The Foundation will provide support to Sia-compatible exchanges, and pursue relevant integrations at its discretion, such as Coinbase's new Rosetta standard. The Foundation may also release DEX software that enables trading cryptocurrencies without the need for a third party. (The Foundation itself will never operate as a money transmitter.)
Increasingly, users are storing their cryptocurrency on hardware wallets. The Foundation will maintain the existing Ledger Nano S integration, and pursue further integrations at its discretion.
Of course, all hardware wallets must be paired with software running on a computer or smartphone, so the Foundation will also develop and/or maintain client-side wallet software, including both full-node wallets and "lite" wallets. Community-operated wallet services, i.e. web wallets, may be funded via grants.
Like core software maintenance, this responsibility will be funded in the form of developer salaries and contracting agreements.

Protect the ecosystem

When it comes to cryptocurrency security, patching software vulnerabilities is table stakes; there are significant legal and social threats that we must be mindful of as well. As such, the Foundation will earmark a portion of its fund to defend the community from legal action. The Foundation will also safeguard the network from 51% attacks and other threats to network security by implementing softforks and/or hardforks where necessary.
The Foundation also intends to assist in the development of a new FOSS software license, and to solicit legal memos on various Sia-related matters, such as hosting in the United States and the EU.
In a broader sense, the establishment of the Foundation makes the ecosystem more robust by transferring core development to a more neutral entity. Thanks to its funding structure, the Foundation will be immune to various forms of pressure that for-profit companies are susceptible to.

Drive adoption of Sia

Although the overriding goal of the Foundation is to make Sia the best platform it can be, all that work will be in vain if no one uses the platform. There are a number of ways the Foundation can promote Sia and get it into the hands of potential users and developers.
In-person conferences are understandably far less popular now, but the Foundation can sponsor and/or participate in virtual conferences. (In-person conferences may be held in the future, permitting circumstances.) Similarly, the Foundation will provide prizes for hackathons, which may be organized by community members, Nebulous, or the Foundation itself. Lastly, partnerships with other companies in the cryptocurrency space—or the cloud storage space—are a great way to increase awareness of Sia. To handle these responsibilities, one of the early priorities of the Foundation will be to hire a marketing director.

Fund Management

The Foundation Fund will be controlled by a multisig address. Each member of the Foundation's board will control one of the signing keys, with the signature threshold to be determined once the final composition of the board is known. (This threshold may also be increased or decreased if the number of board members changes.) Additionally, one timelocked signing key will be controlled by David Vorick. This key will act as a “dead man’s switch,” to be used in the event of an emergency that prevents Foundation board members from reaching the signature threshold. The timelock ensures that this key cannot be used unless the Foundation fails to sign a transaction for several months.
On the 1st of each month, the Foundation will use its keys to transfer all siacoins in the Fund to two new addresses. The first address will be controlled by a high-security hot wallet, and will receive approximately one month's worth of Foundation expenditures. The second address, receiving the remaining siacoins, will be a modified version of the source address: specifically, it will increase the timelock on David Vorick's signing key by one month. Any other changes to the set of signing keys, such as the arrival or departure of board members, will be incorporated into this address as well.
The Foundation Fund is allocated in SC, but many of the Foundation's expenditures must be paid in USD or other fiat currency. Accordingly, the Foundation will convert, at its discretion, a portion of its monthly withdrawals to fiat currency. We expect this conversion to be primarily facilitated by private "OTC" sales to accredited investors. The Foundation currently has no plans to speculate in cryptocurrency or other assets.
Finally, it is important that the Foundation adds value to the Sia platform well in excess of the inflation introduced by the block subsidy. For this reason, the Foundation intends to provably burn, on a quarterly basis, any coins that it cannot allocate towards any justifiable expense. In other words, coins will be burned whenever doing so provides greater value to the platform than any other use. Furthermore, the Foundation will cap its SC treasury at 5% of the total supply, and will cap its USD treasury at 4 years’ worth of predicted expenses.
 
Addendum: Hardfork Timeline
We would like to see this proposal finalized and accepted by the community no later than September 30th. A new version of siad, implementing the hardfork, will be released no later than October 15th. The hardfork will activate at block 293220, which is expected to occur around 12pm EST on January 1st, 2021.
 
Addendum: Inflation specifics
The total supply of siacoins as of January 1st, 2021 will be approximately 45.243 GS. The initial subsidy of 1.57 GS thus increases the supply by 3.47%, and the total annual inflation in 2021 will be at most 10.4% (if zero coins are burned). In 2022, total annual inflation will be at most 6.28%, and will steadily decrease in subsequent years.
 

Conclusion

We see the establishment of the Foundation as an important step in the maturation of the Sia project. It provides the ecosystem with a sustainable source of funding that can be exclusively directed towards achieving Sia's ambitious goals. Compared to other projects with far deeper pockets, Sia has always punched above its weight; once we're on equal footing, there's no telling what we'll be able to achieve.
Nevertheless, we do not propose this change lightly, and have taken pains to ensure that the Foundation will act in accordance with the ideals that this community shares. It will operate transparently, keep inflation to a minimum, and respect the user's fundamental role in decentralized systems. We hope that everyone in the community will consider this proposal carefully, and look forward to a productive discussion.
submitted by lukechampine to siacoin [link] [comments]

After 1.5 wipes, I finally broke 50% SR + Tips for newer players from an FPS noob

I am so stoked about this finally happening! My gaming background is overwhelmingly WoW, RTS, and single player puzzle/questing games (Skyrim, Zelda). My buddies got me into FPS games with COD almost ten years ago, but it was never my thing. My reflexes are inconsistent, my eyes have trouble with making sense of constant movement and noticing tiny pixel details instantly, and I'm generally slowing down a little over time...but fucking Tarkov. TARKOV!
This is the first FPS that ever made sense to me. It's not purely reflexes, run and gun, spawn die, K/D circle jerking. It's okay to literally just hide until enough information is gathered to counter attack. It's okay to hide in a bush for 20 minutes while Omega Chad 9000 runs around trying to find you after massacring 3/4 of the team, wait for him to loot, then pop the squash. It's okay to retreat and wait for a better fight. Every other FPS game I've played has basically punished intelligent fight tactics and patience, which is totally against how I think and mentally approach that sort of situation.
After trying all sorts of styles, I finally found what works for me - I aim for a perfect balance of Rat/Chad. I will NEVER take a fight if I can avoid it, but if the firing starts, I instantly suppressive fire and don't worry if I live or die. This has saved my ass countless times since I started doing it. I used to try to turn and run, then die with my back turned most of the time. Most people will panic if their ambush target suddenly unloads a hailstorm of BT ammo at them, and at that point they usually are on the back foot, which is when Chad time happens. Dump grenades, flank with cover, score the kill. If I have the advantage, I hold my fire until it's a clean shot, especially against squads. I've been able to wipe duos, trios, and even quads by picking them off one by one instead of trying to be a hero with my spray. Against a quad, when the first guy drops, the other three will usually run to where they think you are and start sweeping like they're juggernauts. Pick off another and I almost guarantee one of the remaining two will panic and start to run for cover, which makes them a free shot if you gave yourself good visibility. Last man standing will either rush you (again freebie if you hid or re-positioned well) or run like hell and try to camp the bodies. OUT WAIT THEM. Do not get impatient, this will get you killed. Always let them make the first move so you have information advantage. I will likely not win the fight if they are well hidden and I'm making noise, unless they have bad ammo and are a bad shot.
Getting over gear fear was extremely critical as well to break 50% SR. If you're panicking at every engagement and thinking about losing your juice, you're probably going to lose your juice. Any stress or worry that isn't towards your immediate threat will make you play differently, and likely worse. I spent last wipe sitting on ~30mil roubles, and would panic over whether or not I was about to lose a ReapIR, instead of just taking the game fight and winning. This wipe, I decided it's all pixels and I want to play better. Fuck the Slick, fuck the EXFIL, it can all be replaced. Take the fight and win with knowledge. If you die, try again. Of course, having enough money to not care anymore is huge, so for anyone reading this that is going "well of course you stopped caring, you can run full kits and replace them 1000x, while I can barely get good ammo," find yourself a loot run that works. Making money is extremely easy if you put in the time.
I spent basically the first 3 weeks of this wipe 50/50 between questing and loot runs to Shoreline. I got extremely lucky and found an East 226 key, which gave me ~12 LEDX and easily over 20 GPUs in East 222. I used those funds to buy more keys/rush Bitcoin farm. Once you have a proper Bitcoin income, you can do literally whatever you want in this game with no real financial consequences.
SET. GOALS. Every raid I get into I have a plan. Sometimes it's hit up loot spots and avoid fights when possible. Other times it's quests. Change your plans on the fly and get weird with it. I have a rule that if I hear an M4 shooting, I have to kill that guy. I don't care what's in the way, I don't care how big the squad is, that son of a bitch is using my favorite gun without my permission and must be dealt with. The first week I started doing that, I took a fight on Interchange that I would NEVER take normally. Slick/EXFIL/full meta M4 absolutely massacring the server. I waited my turn and essentially herded the guy, slowly closing in on him, until I had him pinned. Then I rushed him with my RPK and somehow won the fight with 5 blacked limbs. This was probably my most ballsy play in Tarkov, and it happened because I set some idiotic and borderline suicidal rule for myself in every raid. Seriously, just set yourself any goal, no matter how little, big, or straight up insane, and try. You'll start playing differently to achieve that goal, doing everything you can to make it happen.
Also, just have fun. It's a damn video game after all. The most memorable raids I've had are when me and my buddies do ridiculous shit and die trying. Cowboy hats and ironsight Hunters into resort while pretending to be cowboys? Absolute blast, just try it and don't worry. Captain Price hats and 'staches into woods with no armor? Absurdly enjoyable.
Well lads, that's the ramblings of an FPS noob who is slowly getting better and better at a game I never suspected to continue playing past the first few hours. It's been an absolute roller coaster ride, but I've loved every second of random death, anxiety, and last stands. For any new players out there, feel free to ask me any questions about anything - money making, play style, builds, whatever you're curious about. For the vets, I look forward to trading shots with you! Hope to learn a thing or two from how effectively you gave me some aggressive body modifications.
https://preview.redd.it/muidzl4r0ya51.png?width=1920&format=png&auto=webp&s=ab4a0eaa3949bbc75d05029e053b5b4424e5c5d1
submitted by AngusMcFiife to EscapefromTarkov [link] [comments]

Monthly Update: Parachute Social Liquidity Pools, Ivan(OnTech) Joins as Advisor, Townhall, Trending on CoinGecko, Covered by EllioTrades Crypto + Altcoin Buzz, …– 31 Jul – 3 Sept'20

Monthly Update: Parachute Social Liquidity Pools, Ivan(OnTech) Joins as Advisor, Townhall, Trending on CoinGecko, Covered by EllioTrades Crypto + Altcoin Buzz, …– 31 Jul – 3 Sept'20
Hola folks! Yesterday we got caught up with everything that happened in July 2020 at Parachute and ParJar. Today, I will be sharing news from August. Looking back at those five weeks, they were easily one of the most action-packed ones in the Parachuteverse ever. If you missed my note about the new format from yesterday: “…I thought it would be best to club all the Parachute news into monthly reports and publish them back-to-back over the next few days to catch up with the latest…For a change, we will be focusing on Parachute + ParJar news alone in these monthly reports. Because if we include news from our partner project in these, we might as well publish the Encyclopaedia Britannica”. In case you thought yesterday’s was a long read, boy are you in for a shock today. Make sure to get yourself a beverage and set aside an hour to go through all that will follow. So here’s goes the Parachute scrolls dating 31-Jul-20 to 3-Sept-20 –
31 Jul – 6 Aug'20:
$PAR became one of the top trending coins on CoinGecko this week. The token also received a perfect score on DEXTools. Pretty sweet! We crossed 2500 members in the Parachute channel after quite a while. But no sign of Ron yet. Haha. BrainiacChess Network ($CHESS) was added to ParJar. We got a surprise listing on Hotbit ourselves with an ETH and BTC pairing. $PAR was listed on CoinW exchange this week too. More details here. Looks like wrapping up a day at Parachute usually ends with steaks. If you ever thought otherwise, a look at the $PAR contract should dispel that doubt. A community vote was opened up to list the next token on ParJar. Congratulations to Chirag for winning this week’s Parena and taking home 6k+ $PAR. Neat! Everybody knows about the bitcoin pizza. But did you know about the bitcoin burger? Read all about AlBundy185's crazy BTC journey here. What a wild ride indeed!
AlBundy185’s BTC ride has to be a stuff of legends
Pic of Gian with Diamond Dallas Page taken from his epic WCW Thunder story (https://t.me/parachutetokengroup/395125). Spooky sent us!
Gian announced a temporary stoppage of Two-for-Tuesday to make way for the second annual Big Brother contest. Soon after, he opened up entries for the contest. Woot! Fans can also get updates and spoilers from the GC’s BB group. Gamer Boy hosted a “Random Gk” trivia in TTR this week. Naj hosted a Sunday “Mega Trivia”. Afful held a “General knowledge” trivia as well. Sebastian shared the new ParJar Gaming schedule for August. Yes, you read that right. 75k $PAR in the monthly prize pool. Woot! For this week's Friday creative prompt (#nottodaycovid) by Jason, Parachuters talked "about what you are doing to keep yourself sane during the pandemic" for some cool $PAR.
Alejandro’s betta fish collection is a sight for sore eyes
Elmar, these are all amazing!
Model ships made by Bada during the lockdown. Awesome!
Ivan (from Ivan on Tech) joined the Parachute channel this week. Looks like next few weeks are going to be super exciting! Doc Vic hosted a flash game in the Parachute War Zone for some cool $PAR prizes. Mario had an interesting idea. Change the ParJar display name to “ParJar Wallet” to actually reflect the true nature of ParJar. And voila! “ParJar” is now “ParJar Wallet”. Instant feedback implementation! We also finally got an unofficial price chatter group running. As we mentioned in the last update, Clinton released a limited edition shirt in the Parachute Store this week to commemorate the Liquidity Program on Uniswap. Some of the Parena merch had to be sunsetted from the store though. So if you grabbed some before that, you are now the proud owner of rare Parena merchandise. James from the Parachute Athletics and Running Club announced a Secret Challenge for 400 $PAR. Cap shared a sneak peek into what’s brewing behind the scenes. He also posted some experimental visuals for the website and for ParJar:
Cap’s creative spurts are super trippy! Pt. I
Trippy creatives from Cap Pt. II
7 Aug – 13 Aug'20:
ParJar did some heavy lifting on behalf of Uniswap this week when Uniswap got clogged but ParJar swaps were running smoothly. If you haven’t seen how swaps work yet, CF made another cool video tutorial. Following last week’s community vote, Enjin ($ENJ) won a spot to become the next swappable token on ParJar. DMM DAO’s $DMG token was listed on ParJar as well. Inputs from the community were taken for listing the next DeFi token on ParJar. A new tier was added for the Parachute Uniswap Liquidity Rewards Program this week. Last week’s incredible Parachute run on CoinGecko was noticed by many including DAO Maker and Blockfyre. We got word that Parachute was featured in Ivan’s (Ivan on Tech) private report meant for his closed group of subscribers. Word on the street is that Parachute was reviewed in detail in the Hidden Gems section of the report and received the highest score among all the projects covered there. Super cool! He also talked about Parachute in his latest video. Watch out for timestamps 42:23 and 47:48. And followed it up with another mention in next day’s video as well. Pretty cool! $PAR also saw some crazy movements and activity. And all this started while Cap was chilling on an Amtrack on his way to Vermont. Haha.
Cap shared this amazing view from Vermont
Check out the Sentivate gear in the Parachute shop. For this week's creative prompt (#donkeyart), Jason had Parachuters "find an image of a piece of art that particularly moved" them and explain how and why. Darren’s Mega Friday Trivia in Tiproom had a sweet 6300 $PAR prize pot. Peace Love (Yanni) hosted another quiz in TTR with some more cool $PAR prizes. Clinton’s charity For Living Independence (FLI) became Lumenthropy’s spotlight charity this week which means they will be matching all $XLM donations to FLI. Lumenthropy is Stellar’s charitable arm. The entries to Gian's Big Brother Contest closed this week with Gian starting to share updates on episodes and $PAR rewards to weekly winners. If you want to catch all the action, head over to the BB Group set up by GC. And the most amazing thing happened this week – As new folks were joining into the Parachute group, someone named Ender Wiggin chimed into the chatter and as we talked we figured that he was not only Cap's neighbour in NYC but was also my school senior. Parachute truly brings the world together! PARs & Recreation wants to create a Parachute foodies group. And if his posts are anything to go by (figs, blueberries, Ikura), it’s going to be a hunger-inducing channel. Doc Vic (from Cuba) announced the start of a team Deathmatch tournament in the Parachute War Zone.
Congratulations, Clinton!
Looks like an epic ParJar video is underway. Parachute was also covered extensively by EllioTrades Crypto this week. YouTuber CM TopDog too made an awesome video on Parachute where he talked at length about the project, the roadmap, the token and more. Saweet! After seeing Albundy185 struggle with pooling on Uniswap, Cap and Ice had a light bulb moment for an entirely new feature on ParJar that would make pooling social and fun. More details to be released over the next few weeks.
Jose’s epic new gif puts Cap’s lightbulb moment about social pools into perspective :D
Looks like Alexis’ neighbour is into Uniswap pools as well. Get it, get it? Haha
Congratulations on the new store, Hang! Folks who don't know, Hang is building a hempire. World domination next
14 Aug – 20 Aug'20:
As mentioned last week, Cap and crew had something cool brewing for folks who pool assets on Uniswap. Presenting Social Liquidity Pools (SLP) by Parachute. No more pooling/staking alone in silos. Get together with others doing what you love most – pool assets on Uniswap (either directly or through ParJar - upcoming), then stake the received liquidity tokens into SLPs on ParJar to get additional rewards and social bonuses like entry into VIP or premium token curated groups. Making Uniswap social! Click here to read about what’s next for ParJar and Parachute. The first Uniswap $PAR Liquidity Pool Rewards Program came to a close. All qualified poolers will receive their rewards in 2 months. DeFi superstar yearn.finance ($YFI) was added to ParJar this week for both sends/tips and swaps. Woohoo! Waifu in the house. After last week’s community inputs regarding the next new token on ParJar, a public vote was started. Uptrennd founder Jeff Kirdeikis’ latest project, TrustSwap ($SWAP), got listed on ParJar after winning that vote which got a shoutout from Ivan as well. So now we have a tongue twister on our hands. Haha. Cap also shared the first hints about $PAR governance. More details to be posted next week. Plus, Cap announced that he will be hosting a townhall next week. Stay tuned! Get your questionnaire ready. Like last week, Parachute chatter popped up in Ivan’s latest video this week as well.
Dang! What an amazing place, Victor
For all the mobile gamers out there, Tony set up a Parachute Corporation for the EVE Echoes game. Hit him up if you want to join. Naj hosted a Sunday TTR trivia with a 6300 $PAR prize pot. Gamer Boy held one as well. Darren’s Mega Trivia in Tiproom was super fun as always. Jason did an impromptu token giveaway so that fellow collectors could complete their ParJar collection followed by a mini contest to "guess the closest to the number of miles I am about to run" for some cool $PAR. Chris hosted this week’s creative Friday prompt (#adminfunday): “Using the profile image of any Parachute admin as inspiration, draw what you think that admin would like to do on the weekend”. And what an amazing video Hans (Pad of DeFi Chad). Haha! Super hilarious and fun.
Some of the radest #adminfunday entries. Clockwise from top left: Skittish, TyReal, Staph It!!, Yosma, Ik Now, Jeff, Chica Cuba, Jhang, Kuuraku
21 Aug – 27 Aug'20:
Ivan (from Ivan On Tech) joined Parachute as an advisor. Woot! Welcome to the Parachute fam. Here’s a sneak peek into what the first day discussions with Ivan as an advisor revolved around. The project got featured in France’s largest crypto news platform, Journal du Coin. Noice! Click here for the English translated version. As mentioned earlier, Cap hosted a townhall this week. If you missed it, you can catch up here. He also shared a rough draft snapshot of “how the governance and fee distribution contracts could look for ParJar Wallet”. Plus, some updates from this week and a big picture view at what staking liquidity through ParJar could look like. Parachute also got mentioned in another of Ivan’s videos this week.
Snapshot from the Parachute Townhall
In partnership with Sentivate, ParJar distributed $SNTVT tokens this week to 1500 people of whom 800 were new users. Sentivate hosted this drop for members of a specific group as a token of appreciation for their support. Reminiscent of the AMGO drop, this was a precursor of “how PAR drops + other token drops could work for our Social Liquidity pooling”. The $PAR Governance whitepaper was released and initial brainstorming started in the tokenomics group. Cap was also interviewed by YouTuber Money Party (@Edward_F) this week to talk at length about where we are at and where we are heading. We also received a super duper shoutout from CryptoTube in his latest video where he did a deep dive into ParJar and Parachute. Thanks a ton! Cryptovator did a cool feature on the project as well.
Cap added more changes to the site to show: \"ParJar wallet in action along with…the integrations\" + Big Picture
In this week's creative contest, Jason put up a #writingprompt: "...imagine you are a brand new intern at my new mega corporation...Today is your first day and you are told you need to present something about crypto to upper management...all you know is Bitcoin is a thing and some vague information about it. Pick a coin or general crypto subject and write a short story...None of the facts or material can be correct in your presentation...". Haha! After helping fellow Parachuters with their ParJar collection last week, Jason set up a collector’s group this week. If you have more than 30 of the coins/tokens listed on ParJar in your @parjar_bot collection already, send Jason a PM and he will get you in. Victor hosted a “Big Trivia” in TTR this week for 6300 $PAR in prizes. Afful held a quiz in Tiproom on “General Knowledge” as well. Check out these wicked new shorts in the Parachute Store based on Jose’s gif.
Epic stuff, Jose! Haha
Nice haul from the Parachute Beer Exchange, CF! Markus did you a solid
Boldman Stachs pointed out that $PAR had the highest Galaxy Score on social media analytics platform LunarCRUSH this week. Pretty neat! CF took note. And like Cap mentioned, it has mostly been thanks to him. Haha. And big up to Jesús (@JALBARRAN02) for making a ParJar guide video for our Spanish crew. You rock! Interesting results from the DeFi survey: majority of crypto folks are still DeFi-curious. A new community vote was thrown open for listing the next DeFi token on ParJar. Anyone who's been around a bit already knows that Clinton does some amazing work at his charity, For Living Independence, which creates assistive technology for disabled individuals. This week he shared some snaps of a build which now enables a lady in a wheelchair get upstairs in her home.
This is so wholesome, Clinton! Thank you for doing what you do.
28 Aug – 3 Sep'20:
ParJar was featured in Altcoin Buzz’s latest video. Noice! Click here and here to read some recent updates from Cap. After winning last week’s vote, Akropolis ($AKRO) became the latest token to be listed on ParJar. Woot! bZx crew gave some serious competition too. So we had to get them on ParJar as well. $BZRX was listed this week right after $AKRO. $PAR now has 7k on-chain HODLers. Saweet! Sentivate will be our first partner project to have a Social Liquidity Pool on ParJar. This is amazing! Time for another community vote to get a new project listed on ParJar – this time it is DeFi Pie v/s Ren v/s Proxi DeFi v/s Others. If you’ve missed all the latest Parachute-related videos, we have your back. Check this tweet thread to catch up. Naj hosted a Saturday Tiproom Trivia for 6300 $PAR in prizes. Congratulations to Maria for winning the latest Parena. 8k $PAR in the bag. Woohoo! And congo rats to Yanni as well for winning a special edition shirt from the Parachute store. Gamer Boy’s Big Trivia in TTR saw a ton of participation as always. The Parachute Fantasy Football contest is back! Chris set up the entry rules this week.
CF has done wonders for Parachute’s social metrics: “..+500% in our fi(r)st marketing month..”
Whew, what a month! And with that we close for August 2020 @ Parachute/ParJar. See you again with one more epic monthly update tomorrow. Cheerio!
submitted by abhijoysarkar to ParachuteToken [link] [comments]

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Stakenet (XSN) - A DEX with interchain capabilities (BTC-ETH), Huge Potential [Full Writeup]

Preface
Full disclosure here; I am heavily invested in this. I have picked up some real gems from here and was only in the position to buy so much of this because of you guys so I thought it was time to give back. I only invest in Utility Coins. These are coins that actually DO something, and provide new/build upon the crypto infrastructure to work towards the end goal that Bitcoin itself set out to achieve(financial independence from the fiat banking system). This way, I avoid 99% of the scams in crypto that are functionless vapourware, and if you only invest in things that have strong fundamentals in the long term you are much more likely to make money.
Introduction
Stakenet is a Lightning Network-ready open-source platform for decentralized applications with its native cryptocurrency – XSN. It is powered by a Proof of Stake blockchain with trustless cold staking and Masternodes. Its use case is to provide a highly secure cross-chain infrastructure for these decentralized applications, where individuals can easily operate with any blockchain simply by using Stakenet and its native currency XSN.
Ok... but what does it actually do and solve?
The moonshot here is the DEX (Decentralised Exchange) that they are building. This is a lightning-network DEX with interchain capabilities. That means you could trade BTC directly for ETH; securely, instantly, cheaply and privately.
Right now, most crypto is traded to and from Centralised Exchanges like Binance. To buy and sell on these exchanges, you have to send your crypto wallets on that exchange. That means the exchanges have your private keys, and they have control over your funds. When you use a centralised exchange, you are no longer in control of your assets, and depend on the trustworthiness of middlemen. We have in the past of course seen infamous exit scams by centralised exchanges like Mt. Gox.
The alternative? Decentralised Exchanges. DEX's have no central authority and most importantly, your private keys(your crypto) never leavesYOUR possession and are never in anyone else's possession. So you can trade peer-to-peer without any of the drawbacks of Centralised Exchanges.
The problem is that this technology has not been perfected yet, and the DEX's that we have available to us now are not providing cheap, private, quick trading on a decentralised medium because of their technological inadequacies. Take Uniswap for example. This DEX accounts for over 60% of all DEX volume and facilitates trading of ERC-20 tokens, over the Ethereum blockchain. The problem? Because of the huge amount of transaction that are occurring over the Ethereum network, this has lead to congestion(too many transaction for the network to handle at one time) so the fees have increased dramatically. Another big problem? It's only for Ethereum. You cant for example, Buy LINK with BTC. You must use ETH.
The solution? Layer 2 protocols. These are layers built ON TOP of existing blockchains, that are designed to solve the transaction and scaling difficulties that crypto as a whole is facing today(and ultimately stopping mass adoption) The developers at Stakenet have seen the big picture, and have decided to implement the lightning network(a layer 2 protocol) into its DEX from the ground up. This will facilitate the functionalities of a DEX without any of the drawbacks of the CEX's and the DEX's we have today.
Heres someone much more qualified than me, Andreas Antonopoulos, to explain this
https://streamable.com/kzpimj
'Once we have efficient, well designed DEX's on layer 2, there wont even be any DEX's on layer 1'
Progress
The Stakenet team were the first to envision this grand solution and have been working on it since its conception in June 2019. They have been making steady progress ever since and right now, the DEX is in an open beta stage where rigorous testing is constant by themselves and the public. For a project of this scale, stress testing is paramount. If the product were to launch with any bugs/errors that would result in the loss of a users funds, this would obviously be very damaging to Stakenet's reputation. So I believe that the developers conservative approach is wise.
As of now the only pairs tradeable on the DEX are XSN/BTC and LTC/BTC. The DEX has only just launched as a public beta and is not in its full public release stage yet. As development moves forward more lightning network and atomic swap compatible coins will be added to the DEX, and of course, the team are hard at work on Raiden Integration - this will allow ETH and tokens on the Ethereum blockchain to be traded on the DEX between separate blockchains(instantly, cheaply, privately) This is where Stakenet enters top 50 territory on CMC if successful and is the true value here. Raiden Integration is well underway is being tested in a closed public group on Linux.
The full public DEX with Raiden Integration is expected to release by the end of the year. Given the state of development so far and the rate of progress, this seems realistic.
Tokenomics
2.6 Metrics overview (from whitepaper)
XSN is slightly inflationary, much like ETH as this is necessary for the economy to be adopted and work in the long term. There is however a deflationary mechanism in place - all trading fees on the DEX get converted to XSN and 10% of these fees are burned. This puts constant buying pressure on XSN and acts as a deflationary mechanism. XSN has inherent value because it makes up the infrastructure that the DEX will run off and as such Masternode operators and Stakers will see the fee's from the DEX.
Conclusion
We can clearly see that a layer 2 DEX is the future of crypto currency trading. It will facilitate secure, cheap, instant and private trading across all coins with lightning capabilities, thus solving the scaling and transaction issues that are holding back crypto today. I dont need to tell you the implications of this, and what it means for crypto as a whole. If Stakenet can launch a layer 2 DEX with Raiden Integration, It will become the primary DEX in terms of volume.
Stakenet DEX will most likely be the first layer 2 DEX(first mover advantage) and its blockchain is the infrastructure that will host this DEX and subsequently receive it's trading fee's. It is not difficult to envision a time in the next year when Stakenet DEX is functional and hosting hundreds of millions of dollars worth of trading every single day.
At $30 million market cap, I cant see any other potential investment right now with this much potential upside.
This post has merely served as in introduction and a heads up for this project, there is MUCH more to cover like vortex liquidity, masternodes, TOR integration... for now, here is some additional reading. Resources
TLDR; No. Do you want to make money? I'd start with learning how to read.
submitted by hotprocession to CryptoMoonShots [link] [comments]

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How I Got a Deep 70% Discount on the Newly Launched Sonos Five

I posted this back in June 2020 on Medium, but thought I'd re-post here as well in case it's helpful!
None of this is groundbreaking, just wanted to share the combo of things I did (discount codes, selling old speakers, etc.) to off-set the Sonos 5 purchase!
Also, I'm new to the Reddit community, this is my first post :)

Here's the original article:

A huge new update was just released to usher in the next generation of Sonos devices. The new ’S2’ update is both a new app and a new operating system, opening up a new world of features like hi-res audio, a subtle new look, and other much-awaited goodies.
But the update also means that older Sonos devices are no longer supported in the new ecosystem. I owned one of these dinosaurs - the flagship model 1st generation Play: 5 originally released in 2009.
This is how I upgraded to the newly launched Play Five - originally priced at $499 - for a total purchase price of $138 bought directly from Sonos. That’s a 70% savings!

The Sonos Trade Up Program
So you paid hundreds or even thousands of dollars for your home audio system, only to find that your devices will no longer be supported in the bright new Sonos future ahead.
Enter the Trade Up program. Sonos encourages its loyal customers to upgrade their eligible devices by giving them a nice 30% discount on new devices purchased directly on sonos.com or through authorized retailers.
The process is so quick and easy, I didn’t even realize what I had done until after I got the deal.
First, sign in to your account on sonos.com. Once logged in, you should then see a “Trade Up” page where you can get a list of all the devices in your current system that are eligible for the program. I own a Play: 1, a One, a Beam, but only my Play: 5 was eligible for the Trade Up program. Once you choose your eligible device and confirm, you instantly get the 30% off discount in your account, and can verify that you got it by going to the “Offers” page. You don’t even have to enter a promo code. As long as you’re logged in, your next order gets the discount.
The 30% discount never expires and can be used on one full-priced device.
Sonos also provides some info on how to recycle your old device so that it doesn’t go to a landfill. How thoughtful and sustainable.
But the Trade Up program wasn’t always as eco-friendly. Sonos got quite a bit of bad press back in October 2019 for the controversial “Recycle Mode” that bricked devices that were redeemed for discounts using the Trade Up program. After getting their 30% Trade Up discount, customers used to get a 21-day countdown before the old device goes into Recycle Mode, which wiped out all the data then permanently bricked the device. This was seen as an environmentally unfriendly abuse of hardware, most of which was still functioning perfectly even though they wouldn’t be getting feature updates. Good move on Sonos to get rid of this unnecessary bricking.
At the time of this writing, in addition to the Play: 5, other products eligible for the Trade Up program include Zone Players, along with Connect and Connect:Amp devices manufactured between 2011 and 2015.
After the 30% Trade Up discount, a brand new Play Five would cost $349 directly from sonos.com.
If 30% off is a good enough deal for you, high five and congrats on getting an awesome discount, you can stop reading here. The rest is how I got my purchase price down to more than 70% off.

My Price Arbitrage Hack
If you don’t have a legacy device, buy one on eBay! This may seem counterintuitive, but you could actually save money by buying a legacy device - as long as the 30% discount you would get is more than what you paid for the legacy speaker.
Please double, triple, quadruple check that the device you’re buying on eBay (or other marketplaces) is on the list of eligible devices for the Trade Up program.
Here’s how stumbled upon this great hack.
I bought my Play: 5 on eBay only a couple of months ago for $125 - inclusive of taxes and shipping - not even intending to trade it up. I actually didn’t even know about the Trade Up program when I made the purchase, and just needed a way to connect my turntable to my Sonos system using the Play: 5’s line-in. The unit I ended up buying looked like it had seen better days - black skid marks, surface scratches, and even a pretty large piece of plastic missing from the top edge. But it was functioning perfectly and allowed me to finally play my vinyl collection through Sonos speakers around my apartment.
Fast forward 2 months later - I was initially bummed that my eBay purchase was on the list of legacy devices that wouldn’t be supported by the ‘S2’ update. After some creative math, my frustration was quickly replaced by joy when I found out the 30% I’d get off a new Play Five would be more than the $125 I paid for my old speakers.

Get a Bundle
Sometimes you have to spend more money to save even more money. Here’s how I stretched my Trade Up discount to get an even better deal on my Play Five.
I ended up using my 30% Trade Up discount on not one, but two Play Fives with the Two Room Pro Set, for a total of $699 directly from sonos.com.
I live in a 1-bedroom apartment and don’t want my neighbors to hate me, so I planned on keeping only one device. Why did I buy the bundle then? Because I knew I could sell the second unit for more than the $349 that I paid, while still giving the buyer a good discount off a newly launched product.
There was also zero risk on my end thanks to the 45-day Return Policy. If I wasn’t able to sell the second unit, I could easily submit a return and get my money back.
As soon as I placed the order, I posted a brand new white Play Five on the Reddit buy/sell/trade thread for $425. This would get the buyer $75 a brand new Play Five, pretty nifty as discounts are unheard of for newly launched products.
Unfortunately the Play Fives were backordered, so I wasn’t able to get my order until almost two weeks later. But being on backorder gave me some insight that there was more than enough demand for the product - great news for someone trying to sell one!
Within minutes of receiving my package, I quickly posted it on Mercari and Facebook Marketplace, and almost instantly sold it. Now I’m wondering if I could’ve listed it a little higher!
I got my asking price of $425, bringing the purchase price of the Five I kept to $274 - that’s 45% off the original price!

Sell Redundant Units
If you’re perfectly happy with almost half off the $499 list price, then stop here, and go place your order already! The next tip might take a little more effort, but it’s what got me down to an out of pocket cost of $138 for the newly launched Fives.
Here it is - I sold the old Play: 5 for $85. Yes, the same unit that Sonos gave me a 30% Trade Up discount on. This sounded shady to me too, so I checked. The Verge mentioned it as an option. I reached out to Sonos, but haven’t gotten a reply. https://www.theverge.com/2019/12/30/21042871/sonos-recycle-mode-trade-up-program-controversy
I posted it on Mercari for $95, it sold for the asking price within 30 minutes, and the buyer even paid for shipping. Now I’m thinking again, could I have listed it for higher?
Mercari takes a 10% cut, so that takes my earnings down to $85.50, and bringing my Play Five purchase price down to $213. Well, technically $213.50, but I’ll give you the fifty cents back if it can cut back on my typing.
I found the final $75 difference by selling an older Play: 1 that would’ve been in the same space as my new Play Five. Once again, I don’t want my neighbors to hate me. Now, I get that not everyone will have an extra Sonos speaker laying around to sell, but I did, so I’m counting it in my total.
With the $75 earnings from my old Play: 1, my final purchase price for the freshly launched brand new Play Five is $138.

Get it Certified Refurbished
Want a quicker and easer way to get a discount on Sonos products directly from sonos.com? Buy refurbished.
This is actually where I got the Play: 1 that I told you about earlier. I bought it for $99 and sold it for $75 two years later, proving how much stored value Sonos products have. It may even more stable than Bitcoin.
Right now there aren’t too many deals to snag in the Refurbished section, but keep checking back as they update it pretty regularly.

Conclusion
It takes a little bit of pre-planning and patience, but by taking advantage of Sonos offers along with creative arbitrage, you can get 72% off a brand new newly launched product directly from the manufacturer.
submitted by yikessilly to sonos [link] [comments]

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SQ: An undervalued hype stock?

SQ: An undervalued hype stock?
They're not just a POS business, they are building infrastructure to be the financial institution of a tech-driven world. They have their own Venture Capital firm that gives out loans to SMBs and screens their historical transactions to gauge the risk and interest rates. Capital can be accessed the same business day instead of going formally to a bank with your papers and giving out a standardized interest rate to all businesses and waiting so many days for capital. The FDIC recently approved Square's bank charter application. All this to me suggests regulation accepting the grand network of financial tools in a world that has been skewing more and more towards technology.They're working on making it a multi-faceted company that will meet all of your business needs. e.g. small loans, payment processing, payroll, restaurant logistics; the all-in-one ecosystem that is intuitive and easy to use and impossible to leave.
Earnings per share this year = 950%
Earnings growth nxt yr = 245%
Future ROE = 63.5%; The return on equity is a measure of the profitability of a business in relation to the equity.SQ became profitable this year for the first time.
Square has two ecosystems:
1- POS
2- Cash App
Imagine combining both, using cash app to purchase stocks, receive dividends, receive tips, receive pay check.

Why invest in SQ?
This company can takeover the world literally with internet currencies. During these times of printing so much money can devalue our currency so much.
The collapse of fiat currency is almost impossible but if ever something like that happens; SQ will be a world champion compared to all its financial peers.

https://preview.redd.it/1gapxa0qcpd51.png?width=1142&format=png&auto=webp&s=2d51010439b1523a46e52b8915adfbc870d84f40
As we can see, Bitcoin revenue segment has been going up huge and will be going higher because of covid19. Yes, transactions will fall because less consumer spending but BTC will rise ( as seen in the past days) therefore SQ is in a good position because of recessions. This is why I believe there is a good chance that SQ will post a profit this Q.

Revenue has been growing immensely every Q.
https://preview.redd.it/t13le2prcpd51.png?width=1155&format=png&auto=webp&s=35376a7d989867438758b9e8691698c2ca73feae

https://preview.redd.it/47n5pegtcpd51.png?width=913&format=png&auto=webp&s=00aa7ee5f0baefa32047e16246dd9bd0cd5c8d24

China GDP = dark blue; Mobile payment transactions = purple;
In only 5 years, the transactions are 3x the GDP of China. This is an immense growth potential that SQ will be first in line to take in that growth.

Competitors only for cash app? Venmo & Zelle"Cash App's rising performance is in part thanks to its ability to monetize its growing user base: It brought in $30 in annualized revenue per monthly active customer, excluding Bitcoin, in December 2019, up from less than $15 in December 2017, Ahuja said. However, the revenue gained from P2P transactions alone likely isn't enough to successfully monetize a platform — Cash App has managed to monetize from several services while some of its competitors have struggled to do so, strengthening Square's already important subscriptions and service-based revenue segment.“ Basically, this means that these companies are struggling to keep up with SQ because cashapp is incredibly quick to create new services for customers. Secondly, it is better to invest with SQ just because you access two different ecosystems. These two ecosystems can be combined, which will change the world and disrupt banks.

Yes, Square will have to work with banks because of jurisdiction and regulations. But as the regulations ease up, SQ will depend less on banks."Fueled by the improving user metrics, June witnessed Cash App growth of 130% above April/May levels, indicating a steepening adoption curve. Cash App is a peer-to-peer mobile payment app developed by Square that now offers enhanced functionalities such as receipt of direct deposit payments, ACH payments, and stock and bitcoin trading.
The recent momentum, according to the analyst, is tied to government stimulus payments and equity trading.
"Cash App adoption related to these factors, among others, likely offer monetizable second-order benefits such as Cash Card and Instant Deposit adoption," Beck wrote in the note.” https://finance.yahoo.com/news/squares-cash-app-growth-adoption-164046320.html
Technical Analysis:

https://preview.redd.it/mrc169uvcpd51.png?width=1213&format=png&auto=webp&s=068a65d4a696aa6b82c728e2dc11694754fd37c8
We see a wedge at the current price. It is stagnant at the moment because investors are waiting for earnings. If earnings are green, it will go break $134 resistance point. If earnings are bad, it will not break $100 strong support line.
If you are looking for a short-term play, you can buy it now and expect a minimum of 10$ profit per share if earnings are good. If it is bad, I would say it will go down to $105 at the minimum (loss of around $20 per share)
I believe the perfect entry price would be around $110 at the moment.
My personal price target for 2022 is $375.
Disclosure: **I hold a massive amount of ARKK. Planning to add SQ ASAP**
submitted by redbayern7 to Undervalued [link] [comments]

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