The primary focus needs to be on videos and also kind of static images and playables later in the retention stage, but it needs to be mainly gameplay oriented because if you if you use fake ads that's going to tank your retention data which you don't really want to see because then is misleading. But what you can do so no fake ads, no misleading ads, just kind of gameplay oriented. Stay true to the actual game. You can always do different hooks. You can use AI. You can use whatever else. Uh just to kind of iterate on the game and we're rolling the dice [music] with those coins. We're the two and a half gamers. The midnight crew talking UA adverts and game design too. Mate feel [music] bringing the insight. We're rocking those vibes till the early day. Master eyes [music] on the prize. Tracking data through the cyerspace skies. Felix stacks colors like a wizard in disguise. Jackcraft us to the highest. Two and a half gamers talking
[music] smack. Slow hockey sick. Got your back. Ads are beautiful. They like the way. Click it fast. Don't delay. Uh-huh. [music] Uh-huh. Uh-huh. Ah. [music] Ah. Hello everybody, my name is Mate Lancharich and welcome to Two and a Half Gamers. This episode is going to be a solo episode because as you can see there's no one else in this recording. So what I'm going to talk about today is actually a soft lounge framework. And why I'm going to talk about it because uh I released I released this soft launch bible and how to actually soft launch your game in 2025. So if you want to have the whole guide
uh I'm going to show or show you the framework how I do different things and then if you want not want to know more you can just check this soft launch guide on the link in the show notes. So let's go here. So look, this is let's say a 40 pages presentation. Again, a framework that I usually use. You do need to adjust this to your game. But I mean that's fine. I'm just going to walk you through the whole framework and then you can reach out. You can join our Slack channel and ask different questions. So uh again it's a framework full of different KPIs different things that I'm usually talking about when I'm working with different companies. So what you should have in mind when do you when do you kind of start the soft launch also when you want a global launch? I like to
have a soft launch length anything or the duration anything between 3 to six months. Why? Because if you have a one month soft launch, you can't really test You can't really assess anything and you will get really partial data. So why 3 to 6 months? I really want to know how the retention curve looks like and not only day one, day three or day seven, but also day 14, day 30. Ideal scenario, you have day 60 and day 90. Obviously, you won't get full picture always, but if you can, you should definitely aim for it. And uh the same thing goes for the LTV curve and the ROAS kind of evolution. I really want to know how my LTV improves over time. Also measure different cohorts between each other. And also if you are measuring LTV kind of for one month and then what happens afterwards obviously you won't be able to measure the LTV until you hit the monetization stage but still
retention monetization afterwards. So I'm going to talk about the different stages, different UA channels, geos and whatever whatever else here. But you know what are the KPIs for the global launch? We have ideal KPIs for a global launch and then we have kind of realistic for different games. Obviously the industry standard 40 20110 would be ideal and I sometimes I actually go for 50% day one retention and obviously LTV is higher than CPI. Why? because if it's not if it's not you're not making any money. Uh but also LTV on day 28 or day 30 60 90 obviously higher than the CPI. So that's why I want to have the the longer soft launch duration so I know what kind of uh LTV I can I can count on and count with. Uh then uh what are the like the step by step? We I launch Android. I always go for Android. It's definitely easier especially after the AT happened and the privacy
shenanigans happened. Run the UA uh tests. Uh if you have an like PVP game, you need to run it continuously. But if not then can be in batches. Evaluate the data kind of uh look at the data make decisions and then obviously improve metrics and then just kind of do or run the UA in cycles and then at iOS do all the scan setup and all the the aggregate and even measurement the ADC on on Tik Tok. Now Google is coming up with ICM whatever the acronym means. It's still the same thing all over again just different UA channels. And then most importantly, you go live or you kill the game. Pretty much that's easy as that. And if the game is not hitting the goals that you you set and you're not moving the needle anywhere, kill it. Kill it with fire and move on. I know it's hard, but you should definitely do it because if you kill the game, you can actually still save the company and then pivot to
something else. Most people don't do it and then the company's gone. Anyway, we have this from our friend Yakim, which is very important because the retention ratio should look healthy. Meaning, if you have day one 50% uh day one retention 50% but day seven is 3%, it sucks. And there's obvious kind of problems with in the in the onboarding in in the funnel and wherever else. So, you need to fix that. And these are some healthy kind of ratios. And if your ratio it's below like 40 or 30%. You need a lot of work and it's very questionable if the LT or the the ROS curve if the retention curve is healthy. And if it's not, then you will most probably not be able to scale the game, which in certain cases is fine because even if you don't make millions and you are a small team and you are make going to make tens of thousands or hundreds of
thousands of dollars, that's still pretty viable business, right? But you know, you never say never. Still need to kind of look at the retention and have the retention the curve very healthy. So I'm kind of dividing the stages into three or soft launch into three different stages for obvious reasons. There's the tech test because even though you are in the soft in the development for whatever months three six n months year two years whatever that mean whatever that is you still need to get data and real data. Philippines, Mexico, Brazil, Indonesia, India whatever can be as a Android tech test country. Why? because it's very cheap and you can get quite a lot of installs for cheap or very low amount of money. Why? Because you need to test the tracking SDK implementation identify the possible issues and like the bottlenecks in tutorial in the boarding whatever else. Also keeping in mind the the crash rate
and ANR rate ANR upload not responding rate needs to be below different thresholds. So we have the thresholds right here. Why? because then Google is looking at you that um very closely meaning your app is not really producing very good and positive experience for players if it's crashes or not responding. So it will put you under the or it will flag you and you will not get that many organic downloads and different things. Anyway, you keep that keep these two metrics on your mind. Then if everything works correctly, which it should, then you go for the stage two, which is the retention stage. Go for different countries. In this case, it obviously depends on the different genre because different genres have different suitable countries. This game, whatever it is, let's say it's a midcore game which is oriented for male audience, Netherlands,
Poland, and Brazil. makes all the sense because these countries and I will talk about it later. These countries have very good audience for especially for this type of game. We're measuring onboarding, tutorial, tutorial completion rate, retention, first- time user experience, all the all the the different things that are kind of going to influence retention and also the first time user experience for the players. this stage you know you should aim for the the KPIs that you set in this case I set day one retention 35% and day 7 15%. Obviously based on the first data points you get from the from the initial testing you can put this above or below the these KPIs but still I would aim higher just to get you know better results. Uh because if you push the team and aim higher you always get a better KPIs. Anyway you do need a certain amount of daily new users. Why?
because you need to have a significant amount of data and to be able to say the day run retention is statistically significant. So if you have 20 players most probably it's going to be quite random. If you have 50 players, not quite there yet, but at least 100 players, maybe you can get that through like a lot of next like seven five to seven days and then you have 500 to 700 users. Still, if you get 200 daily new users, your uh retention will be definitely more statistically significant. Then you hit when you hit your KPIs from the retention stage, you move obviously you move on to the ret to the monetization stage afterwards with different countries and then obviously different uh also different uh focus on the campaigns. So you move from the Netherlands, Brazil and Poland which is tier one/tier 2. I would go for tier two countries to
tier one countries because of the payment behavior and payment potential. You go for UK, Canada, Australia, Germany. I like to go to UK and Germany rather than just Canada and Australia because everybody is soft launching in Canada and Australia for years and those two countries are quite small. So you will get high CPIs very quickly and then really high also therefore like high competition as well. So you measure here in this stage mainly the LTV the average revenue per DAU basically the whole payment behavior and also trying to achieve like the the LTV higher than the CPI. So this equation is very important or you go for day one two three rowas as a benchmark. So they X benchmark you definitely need to focus on the purchase oriented campaigns in here because though only those these days are going to produce or like focus on the payers in the retention stage.
You go from mobile app insta campaigns to also appe event optimized campaigns but you rather than purchase purchase event you go for engagement event level five achieved level 10 achieved let's say stage three completed and these type of things that kind of resonate or kind of showcase the higher quality and higher engaged players. So then I usually what I usually do is uh I check the the category. Who is the biggest game? Who is the smallest game? What are they doing? How much money do they they earn? I usually go for something like this which by the way your listeners if you're listening this on on Spotify or Apple. I'm looking at top 14 games within the puzzle RPG sub genre by downloads. And then I also look at this by revenue and kind of looking at different games. So there's uh top 20 games and I also look on the retention curves and profiles so I know what kind of KPIs I should aim for when soft
launching. So as I mentioned at the very beginning if I'm if we take the the kind of the golden benchmarks from the gaming industry 40 day one 40 day one 20 day 7 and then 10 day 30 retention if you look at different games they have very different retention profiles. puzzle RPG. We have empires and puzzles which is day 140 almost day 719 day 30 11%. But again we have other games which is puzzle and survival and uh they have different day one retention which is 31% or day 7 is 12%. And still these games are making millions. Uh so that that's what I'm usually trying to look at because it's very important and also measuring uh or just checking the the retention on iOS and Google Play as well especially in the US market. Uh then I kind of uh bring or put together a timeline and steps so everybody knows what's going to happen. So we have the
the kind of soft launch when they start which like each stage how long it's going to take what are the milestones and and goals obviously so so for example in one in stage one I want to achieve thousand installs from Google or Facebook in terms of the UA channels just to have the bulletproof SDKs there's no tracking issues data like data is aligned across different different sources which if it's the Google store or Google play store or um an MMP or um Firebase SDK or your internal data then we have the retention stage for example improve the day three day seven ratio but achieve day day 140% and then in monetization stage obviously validate the ROS potential and like the the monetization funnel what is the step by step as I mentioned the first slide which was kind of like an executive summary here we have you know we need to set up this tracking and technical stuff. That's a
lot of work. We need to technically test the like we need to run the user acquisition like tech test and identify the issues within the game SDKs whatever else. If we have different ch different um platforms we add these platforms as well. Then we go for data evaluation obviously with the UA in combination and then based on those data points we iterate and then kind of hit the goals and go live or we kill the game. So stages again let's just dive a little bit deeper into the stages different like so stage one again technical test what are we doing we need small amount of players and I know I mentioned like thousand for but that's that's just an example you can do you can check the kind of technical stability of the game with 100 or 200 installs just I would rather use [snorts] couple of days maximum or maximum three weeks if something is broken. But then again, you
go you test the game stability. You need to check the whole kind of data tracking setup client backend events, MMP integration, uh the UA channel evaluation, the like the connection. You need to have the Firebase set up correctly, big bug fixing and all the technical stuff. What kind of happens is you know you forget a dot to add a dot within a currency or you need instead of dot you put comma there. So all of these small technical in like can destroy basically the whole softline. So you need to be very sure that your setup and data you can rely on this data 200%. Or 500%. Doesn't matter. You need to be correct. It needs to be correct and you don't really need to spend a lot of money here. That's why I use the Philippines or Mexico or the other tier four country. uh in terms of like in here this this uh technical test
um sometimes I I went a little bit deeper in the tech tests because uh what happens in the tech test if you're running Philippine campaigns your retention metrics suck which means instead of let's say 35 or 40% that you're you're going to kind of going to see in tier one markets you're going to see 20 20% and people panic and when people panic in tech test that's not always a thing because tech test is only and only for testing the tracking and the technical stability of the game. Nothing else. But if you see a problem in retention and you go deep, you might need to look at the device performance and start excluding the low-end devices that can cause your game to crash. And you know because some older devices are just crap and you can't run a high fidel fidelity game on the old devices. So in these cases I started to use these exclusion lists of like 2 GB or 3 GB of
RAM which means excluding the all lowend devices. These days when you run campaigns on Facebook or or somewhere else, you can actually run the OS 12 on Android which runs only on 6 GB of RAM which again it's going to exclude any device below this operational system. In that case all the low RAM or like low GB of RAM. So you're kind of covered. But if you're kind of facing these issues, go for device level um evaluation and performance and then you can you can start seeing better results because then when I did this uh instead of seeing 20 to 25% day one retention in Philippines, I was able to see 40% right away and I didn't change anything in the game itself. Then we move on to retention stage. Right. Again, uh we're going for the retention stage to achieve the retention goals and still identify
issues within the game. Kind of, you know, going for the tutorial completion rates, the retention, the player, we kind of gather the player feedback. [gasps] Um the first time you experience and everything. What kind of happens in this stage? We are going for the tier one or tier two countries because we want to get volumes still but from from um countries which make sense which are a little bit more quality than the tier four or tier tier three. So we should see like an improvements of retention when you go from build to build and uh you start we start adding like several channels. They usually start with Facebook then then add Google and then either Tik Tok or Unity depends on the G the genre and what's very important is you go for the app event optimized campaigns after let's say one
one month or one or two iterations of the build why well I want to see how the game performs with the mobile app install optimization and mobile app install campaigns and then as soon as we move towards app event optimized campaigns we will see way way better retention just because the it's kind of a better targeting option. What you need to keep in mind, this is not um cheap exercise. You still need to get certain players for a version from each country to be to be able to say statistically significantly like the data you are see are going to be correct. So for measuring day one retention, you don't really need a lot of players, right? Put 2,000 players is fine. As soon as you go to day seven at day 28, you need way more players because of the kind of how the retention curve looks like and the the whole funnel. So for measuring day 28 retention, you need 40,000 4,000 players. If you have
midcore game and your CPI is going to be 5, 10, 20, then it's going to be quite expensive and we're still talking about Android. Then you in the middle of the retention stage, you start adding iOS. If you are kind of satisfied with what you see on Android and you need to set up the conversion schema and go for all the all the different measurements and then set up everything on Facebook, on Google and then Tik Tok as well where you usually go for like the iOS campaigns. There are some usually some talks about the the pre-registrations and on Google and iOS. I generally do not recommend pre-registrations. I mean it just doesn't make any sense in my opinion. Also there is really big churn. I was able to see what like maybe 20 to 30% of the actual pre-registrations turned into actual installs which is quite small number but anyway on iOS if you're running a pre-registration campaign in or if your game is in pre-registration for example in UK you can't run UA in UK which sucks obviously
but I mean you make your choice and for retention I I kind of like having always this um I always doing this exercise of like what kind of target audience I can get and kind of like see the estimated audience size which usually I mean these days on meta doesn't really work anymore to certain extent but it's a good kind of indication of how many players I can reach with certain interests and moving away from interests in general but interests are still kind of valid targeting option and even to certain extent look alikes are valid option But I usually start on broad then go interest and then kind of look alikes or like at least that was the case like couple of years ago. Now it's usually just broad and even the optimization instead of the interest but from time to time I actually combine this because uh it makes sense. It's not very popular anymore but still kind of valid option.
And in terms of the the actual kind of pre-launch on Android and how does it look like before the open beta and all of the different betas were introduced closed beta open testing and production and whatever pre-registration we only had live production build and we only picked few countries and then we could see basically all the all the reviews and ratings which if your game is not ready it's going to suck because people are going to going to complain like oh my god this game is doesn't work, there are some bugs, whatever else. In here, the open testing is the way to go because your game is going to be listed as a like an open testing or the beta testing or whatever else. And you won't be able to get like reviews and ratings, which is good because your game's not finished yet. So, this definitely helps all of this soft launching. And some games are even opening the worldwide for like the opening the game worldwide and just run the UA in certain geos because
it's still going to be an open testing platform. So I mean it's kind of uh the open beta works. You can run the UA and the soft launch as well. The closed beta and the internal testing not really but that's only for obvious reasons of the internal testing. So you go for the open beta and then kind of either pick the soft launch or you just stay in open beta until the the global launch and then the pre-registration. I mean that's on your end. So this is how it kind of looks like the app is it it's going to say the app is in the development. You can try and provide feedback which is great because it's still unreleased and you can manage the feedback via Play Console and actually if you have a good relationship with the Google Play team you can even get featuring in the open beta testing and you will get like let's call it free traffic which definitely helps with data evaluation. Then when your game is amazing and you you hit all
the KPIs in the retention stage, you go for monetization, right? Which is quite interesting and very very important stage of the soft launch because you here you go for all the monetization metrics and the conversion rate. You you measure the LTB curve and like how the robots evolve over time. In here you go for the the tier one tier one markets like I mentioned UK, Canada, Australia and Germany. And I mean you can you can add whatever else you want but these are like the four main countries. You can add the Nordics and you can add something else as well but depends obviously on your budget. You still kind of go for tier one markets and purchase oriented campaign. Why? Because if you run the app engagement campaigns or app event optimize campaigns for engagement event, you will most probably see absolute zero revenue because it's how the algorithm works these days. So you switch towards the purchase oriented campaigns right away you need to count
with higher CPIs that what you've you've seen in the retention stage for because how it works is mobile app insta campaigns lower CPI lower quality app even optimized campaigns a higher CPI is higher quality you go for purchase campaign higher quality even higher CPIs and you go for value optimized campaigns absolutely amazing but still performance but still super high CPIs as well. Anyway, you always go for several networks in the in the monetization stage. So you have the benchmarks and you can kind of benchmark all the U channels within each within each other because for example Google ads will always have lower CPIs but also lower quality of the users whereas like the appin it's most probably going to be quite high in the mix in terms of the quality but also in terms of the CPIs. Apple I mean always most probably you will add at the end of the soft launch because you need a certain amount of installs to be able to kind of get to the platform and also some of like the
bigger countries so you can run it successfully. But still in this case I would say even like M Facebook Mint Mo Kto whatever here and Tik Tok at the same time just to kind of start testing the players and getting the pairs into the mix. Ideal scenario is you finish the soft launch and you have live ops and events with offers so you kind of support the LTV growth and the ROS evolution. That's why you can't just stay in the soft launch for one month. You still need to make all of this happen and it takes time and also you implement one thing. You need to iterate. You need to get the data and then iterate and then it's not like magically it's going to happen in one week. That's impossible. So you need the six to nine months ideally to be able to improve the game and then like I mean then launch because if you global launch something which is half uh done that's
the scale you can get right you you won't be able to push too much from the start but which I mean that's still quite okay. In terms of the countries, I already mentioned like few countries. So let's say in this puzzle genre I looked at the the empires and puzzles and their soft launch because I mean that's quite important. Obviously the the countries are going to be different now from now and from what they run in soft launch. So and this is what they kind of run over like in general like Germany, UK, Poland, Brazil like those are like the top countries. So what are like the key takeaways? Like Brazil pretty good amount of installs, not that much revenue, but good CPI effic efficiency. So these countries have definitely good amount of players that are engaged also with Spain and Sweden, but also like kind of low monetization and Spain and Sweden are going to be definitely more expensive in terms of the CPIs than Brazil and Ukraine. But in terms of the
testing the markets here, I would say Canada because of the idle proxy. But I see I still say UK is going to perform better because of also lower costs and it's a good proxy to to US. Anyway, Poland is my favorite country in in uh in soft launch because it's like emerging EU market like here it's written in the decent monetization but not only that but it's very popular like gaming is very popular in Poland a very high Android penetration Australia kind of small but fine you can add it into the mix with Canada but definitely from like Germany or UK for the for the monetization and uh the validation for for Germany. So definitely all of these different different geos based on the based on the empire and puzzles kind of mix. I also have this since I think 2016 or 17 which is the country population Facebook uses and the English proficiency because that's very important in in soft launch. I don't
think you you localize your game from the beginning. So, you need to kind of think also in terms of the markets, like if they speak English because if you go to, I don't know, uh, Taiwan, I don't think they're going to speak English that much. Although, I don't think that's going to be a big problem if your game is not like text or narrative heavy. Then we have, let's say, different countries like Argentina, Brazil, and Thailand, and whatever else. I don't Yeah, they won't be speaking that much English. But in terms of the like early metrics and uh and the retention measurement, that's that's going to be fine. And also given the the Google Play penetration, like that's what you usually look at because I kind of use the English videos and the English creatives anyway or there's no text. So you're you're fine. But also like there are like these different platforms which which when you are kind of thinking about different UA channels. So you go and check who is actually
using what. So basically if you're you know casual player you can use Facebook, Instagram and obviously Tik Tok as well. If you know if you're uh you have a midcore strategy title definitely Google is going to warm uh work quite well also Facebook is going to work quite well. So you have like all these different like player segments that are using different things and also I mean like here the Gen Z for Gen Z titles which younger audience Tik Tok, Snapchat, Instagram and YouTube shorts. So always like the the short form videos and content is going to perform better or resonate better with younger audience. Here I would maybe say the Tik Tok is not only for uh young audience anymore. It's going to work for also older female or the male. So think about it. We are kind of using this type of data for the for the like figuring out the UAM mix. We have different obviously different CPIs for different countries. I have all the different benchmarks in the the soft
launch bible because I worked with a lot of games before and and always like this is kind of taken from charable CPI index which is basically a relic. It's a very old thing, but it was at the time quite useful. But now, since we have the the CPI optimization, the the ROS campaigns, and the different app event optimization campaigns, those have very different CPIs. So, that's why I brought all the all the different benchmarks into the creative uh into the soft launch bible. And I also have this kind of top 46 countries split by English proficiency or like 46 countries because here you can also kind of cross check the the fact that I mentioned like if you if your game is not localized like where you should actually go from uh for the the English speaking countries and it's quite obvious then uh what should happen always in the soft lounge is uh always on
always on tests on the on the app store. So you need to go and test like the store icons because of the first thing that players see. Obviously, ideally ideal scenario is the the feature image and the screenshots because I started with like kind of okay uh conversion rate and then it can be improved and if you're longer in the soft launch, you can still run way more tests and compare it against the benchmarks because you can find different benchmarks of conversion rates and different kind of categories in there with like RPG, puzzle, whatever else and the testing framework always on experiments. testing the store assets, testing everything definitely go for icon testing and feature graphics because that's the first thing people see. But you know in in soft launch always on can help you improve the conversion page conversion rate and you can you can see here like how the testing road map could
look like. you know, visuals, which is the first visuals, then screenshots, text, a video, no video, you know, metadata, subtitle, all of these different things. And also descriptions obviously, and localization afterwards. That's why I kind of put all the like visual first impressions on top because that's the most important part. I never seen actually a short description make like 20% difference in terms of the conversion rate, but you still need to test it out. And now we come to like the very interesting and important point of the whole kind of soft launch which is the the creative approach. Here I have a very lightweight creative which is the game play only for empire pass. So I still kind of think what you need to do the primary focus needs to be on videos and also kind of static images and playables later in the retention stage. But it needs to be
mainly gameplay oriented because if you if you use fake ads that's going to tank your retention data which you don't really want to see because then it's misleading. But what you can do so no fake ads, no misleading ads, just kind of gameplay oriented. stay true to the actual game. But you can always do different hooks, you can use AI, you can use whatever else uh just to kind of iterate on the game play. You can use different like 3D cinematics. Obviously, it's not exactly the gameplay, but still definitely works. or what you what you need to do in the like an ideal scenario again three to five uh playables in the retention stage 10 15 videos per month in the soft launch because you need to realize you're going to run like small you can you're going to run campaigns in small markets and it's a very limited amount of countries. So your potential reach is going to be kind of decent. But since you're going to run the same
countries all over again, you need to run more and more creatives because the creative fatigue will hit you in the face quite quickly because of the small small countries you're going to run there. And then in terms of the UA channel mix, so instead like not only thinking about the channel mix based on the the audience segmentation I mentioned before, but also kind of what competitors are doing, right? It's quite easy just to check like the top games in your your category. Go back to the soft launch when when they run the soft launch and just check and then cross cross check it with your kind of ideas in the retention stage. I always guy go for Google and Facebook and as a wild card Tik Tok here. But then all of these are definitely in the monetization stage where you need to add some more like applains and mo calls and unity and also integral just just to get more kind of uh pairs into the mix again. So what's like the summary here? You know you need to validate all of these channels before
you go for global because then you need to know like how it actually works what how many creatives you need. uh if you need more like aggressive scaling which channel is going to provide this and what kind of creatives do you need different types of creatives and so on and so forth. So as I mentioned like you know you can you can get controls and learnings through the Google and Facebook and then validate the creatives on different channels and then like all of these are going to like all of these are going to improve your kind of data points and ability to make decisions from the point of if you go wild or if you go and kill the game because the metrics is are you ready to launch maybe uh you know the pre-launch I usually try to have these app key app events, different creatives and the ideal scenario is you have kind of the LT model in place and kind of know what kind of mix of app event optimization versus the mobile app install campaigns or even even the video
campaigns you're going to run for the mo for the global launch and building the audiences like even though I mentioned the broad types of the the campaigns but still running interest tests and look alikes and building these it's It's going to be quite interesting. So, ready to go. You're satisfied with retention. Your game is kind of converting players to payers. You make sure that your game is kind of um stable and you fix all the all the bugs and everything. You can your servers can handle the load of the global release. I launched few games and two of them exactly the same same problem after after the global launch. black screen for a day in the main demo on the demo of featuring not the pleasant experience. Lost a lot of money but I mentioned all of this but I didn't mention the the iOS setup and how should I set up the iOS in the soft launch. But you know what I will leave this for the
next episode and please comment under the video if this was useful if you need more information about different stages in the soft launch. If you have any questions, please put them under the video or join the Slack channel. And uh happy soft launching. Thank you very much for listening. Please again share your comments, questions, insights in the comment section under the video and see you next time. Bye-bye. Heat. [music] Hey, Heat. [music]
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