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	<title>Comments on: They Are Billions Update: Something Giant is coming!</title>
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	<link>http://www.numantiangames.com/2018/08/06/they-are-billions-update-something-giant-is-coming/</link>
	<description>Independent videogames studio. Creators of the RPG Lords of Xulima and the streategy game They Are Billions</description>
	<lastBuildDate>Mon, 04 Mar 2024 18:07:53 +0000</lastBuildDate>
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	<item>
		<title>By: llllllllIIIlll</title>
		<link>http://www.numantiangames.com/2018/08/06/they-are-billions-update-something-giant-is-coming/comment-page-1/#comment-15231</link>
		<dc:creator><![CDATA[llllllllIIIlll]]></dc:creator>
		<pubDate>Wed, 05 Sep 2018 08:51:17 +0000</pubDate>
		<guid isPermaLink="false">http://www.numantiangames.com/?p=2324#comment-15231</guid>
		<description><![CDATA[Would be nice to get some more updates on your progress - you don&#039;t seem to be keeping your 2-3 weeks promise at all]]></description>
		<content:encoded><![CDATA[<p>Would be nice to get some more updates on your progress &#8211; you don&#8217;t seem to be keeping your 2-3 weeks promise at all</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: John</title>
		<link>http://www.numantiangames.com/2018/08/06/they-are-billions-update-something-giant-is-coming/comment-page-1/#comment-15230</link>
		<dc:creator><![CDATA[John]]></dc:creator>
		<pubDate>Sun, 02 Sep 2018 18:00:44 +0000</pubDate>
		<guid isPermaLink="false">http://www.numantiangames.com/?p=2324#comment-15230</guid>
		<description><![CDATA[i enjoyed the game and unlocked all the maps. Spent about 50 hours on the game, purchased around late June. I think the game had great appeal but lacked depth to create a reason to come back. Raising the difficulty is not the way to gain a larger player base. The game could benefit from more variety of units and buildings. Game needs a introduction/tutorial, but i&#039;d imagine that would be part of the campaign mode. I also think a arcade/horde (wave) mode could work well where there is no pausing. Which would also work as a multiplayer/co-op mode.]]></description>
		<content:encoded><![CDATA[<p>i enjoyed the game and unlocked all the maps. Spent about 50 hours on the game, purchased around late June. I think the game had great appeal but lacked depth to create a reason to come back. Raising the difficulty is not the way to gain a larger player base. The game could benefit from more variety of units and buildings. Game needs a introduction/tutorial, but i&#8217;d imagine that would be part of the campaign mode. I also think a arcade/horde (wave) mode could work well where there is no pausing. Which would also work as a multiplayer/co-op mode.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Mykhaylo</title>
		<link>http://www.numantiangames.com/2018/08/06/they-are-billions-update-something-giant-is-coming/comment-page-1/#comment-15229</link>
		<dc:creator><![CDATA[Mykhaylo]]></dc:creator>
		<pubDate>Tue, 28 Aug 2018 18:22:06 +0000</pubDate>
		<guid isPermaLink="false">http://www.numantiangames.com/?p=2324#comment-15229</guid>
		<description><![CDATA[@Victoria Bert

Try expanding non-stop. To protect new expansions AND to secure and free new areas for expansion try using balistas only (while using mobile units to simply lure the infected towards balistas). Just don&#039;t be afraid to build balistas everywhere. Once you gain new ground - destroy old balistas. Try building as few units as possible - just rely on balistas.

How to stay alive before the final wave while mass expanding: once you see your building being infected en masse - don&#039;t panic, they are not being destroyed - they are simply being frozen. Pause the game and start building fences to create a border between the infected territory and the safe areas. Then also build a balista or two. Then wait for zombies to suicide into your fence with balistas. Then simply send out a squad to clean up the area and repair captured buildings - no need to restart the game. Yeah balistas only require like 4-5 blocks of fence (facing the attack direction) near them to basically be impenetrable.

Here is a pro trick on how to survive the final wave: don&#039;t build thanatos units until day 80. Maybe build like 1 or 2 for each gate. But, you have to make sure that before day 80 arrives you have a good economy and at least 5 thanatos barracks. Spend all the resources on expanding. Then on day 80 start building thanatoses like mad. Make sure 1 new is queued up right before the previous one pumps out. Sell resources if you have to. The key advantage that you get with this tactic is that you don&#039;t pay the oil upkeep for having idle thanatoses on the map and that is a HUGE advantage. You can expand like mad and surround everything with balistas and fences with those moneys.

Now after all this, here is a super-pro trick for the last wave, which, in my opinion, simply breaks the game: SELL EVERYTHING YOU CAN RIGHT BEFORE THE WAVE ARRIVES! Yep. And buy usefull stuff instead. Walls, traps, thanatoses, upgraded balistas (miniguns), shock towers. I don&#039;t think you even need food.

Hope your next game would be a win!]]></description>
		<content:encoded><![CDATA[<p>@Victoria Bert</p>
<p>Try expanding non-stop. To protect new expansions AND to secure and free new areas for expansion try using balistas only (while using mobile units to simply lure the infected towards balistas). Just don&#8217;t be afraid to build balistas everywhere. Once you gain new ground &#8211; destroy old balistas. Try building as few units as possible &#8211; just rely on balistas.</p>
<p>How to stay alive before the final wave while mass expanding: once you see your building being infected en masse &#8211; don&#8217;t panic, they are not being destroyed &#8211; they are simply being frozen. Pause the game and start building fences to create a border between the infected territory and the safe areas. Then also build a balista or two. Then wait for zombies to suicide into your fence with balistas. Then simply send out a squad to clean up the area and repair captured buildings &#8211; no need to restart the game. Yeah balistas only require like 4-5 blocks of fence (facing the attack direction) near them to basically be impenetrable.</p>
<p>Here is a pro trick on how to survive the final wave: don&#8217;t build thanatos units until day 80. Maybe build like 1 or 2 for each gate. But, you have to make sure that before day 80 arrives you have a good economy and at least 5 thanatos barracks. Spend all the resources on expanding. Then on day 80 start building thanatoses like mad. Make sure 1 new is queued up right before the previous one pumps out. Sell resources if you have to. The key advantage that you get with this tactic is that you don&#8217;t pay the oil upkeep for having idle thanatoses on the map and that is a HUGE advantage. You can expand like mad and surround everything with balistas and fences with those moneys.</p>
<p>Now after all this, here is a super-pro trick for the last wave, which, in my opinion, simply breaks the game: SELL EVERYTHING YOU CAN RIGHT BEFORE THE WAVE ARRIVES! Yep. And buy usefull stuff instead. Walls, traps, thanatoses, upgraded balistas (miniguns), shock towers. I don&#8217;t think you even need food.</p>
<p>Hope your next game would be a win!</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: SIR.Colloseus</title>
		<link>http://www.numantiangames.com/2018/08/06/they-are-billions-update-something-giant-is-coming/comment-page-1/#comment-15226</link>
		<dc:creator><![CDATA[SIR.Colloseus]]></dc:creator>
		<pubDate>Fri, 17 Aug 2018 04:55:04 +0000</pubDate>
		<guid isPermaLink="false">http://www.numantiangames.com/?p=2324#comment-15226</guid>
		<description><![CDATA[I&#039;ve noticed that the whole Game is HardCore mode, but neither will it prevent users from backing up the saves, I usually do this, so I figured it would be possible to put a Checkpoint every 10 Days, so when I spend 10 days in the game, a Backup would be available in case something went wrong, it would be a way to preserve that all-built save with a lot of effort, another idea is to add a new map, the Black Forest, contains a lot of tree but scarce of any other resource, would be very tight to build buildings.]]></description>
		<content:encoded><![CDATA[<p>I&#8217;ve noticed that the whole Game is HardCore mode, but neither will it prevent users from backing up the saves, I usually do this, so I figured it would be possible to put a Checkpoint every 10 Days, so when I spend 10 days in the game, a Backup would be available in case something went wrong, it would be a way to preserve that all-built save with a lot of effort, another idea is to add a new map, the Black Forest, contains a lot of tree but scarce of any other resource, would be very tight to build buildings.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: SIR.Colloseus</title>
		<link>http://www.numantiangames.com/2018/08/06/they-are-billions-update-something-giant-is-coming/comment-page-1/#comment-15225</link>
		<dc:creator><![CDATA[SIR.Colloseus]]></dc:creator>
		<pubDate>Thu, 16 Aug 2018 07:51:06 +0000</pubDate>
		<guid isPermaLink="false">http://www.numantiangames.com/?p=2324#comment-15225</guid>
		<description><![CDATA[TAB is a very good game to play, but it raises a lot of anger because of the Infections that come out of nowhere in the village, it&#039;s very hellish! I barely escort my troops to make a sweep around the colony that suddenly happens! , please lower the% of infections in the village, I&#039;ve lost about 4 Maps all from the 30th, I do not want to lose this one anymore. Thank you.]]></description>
		<content:encoded><![CDATA[<p>TAB is a very good game to play, but it raises a lot of anger because of the Infections that come out of nowhere in the village, it&#8217;s very hellish! I barely escort my troops to make a sweep around the colony that suddenly happens! , please lower the% of infections in the village, I&#8217;ve lost about 4 Maps all from the 30th, I do not want to lose this one anymore. Thank you.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: pedro</title>
		<link>http://www.numantiangames.com/2018/08/06/they-are-billions-update-something-giant-is-coming/comment-page-1/#comment-15224</link>
		<dc:creator><![CDATA[pedro]]></dc:creator>
		<pubDate>Tue, 14 Aug 2018 16:43:50 +0000</pubDate>
		<guid isPermaLink="false">http://www.numantiangames.com/?p=2324#comment-15224</guid>
		<description><![CDATA[Great addition! I like it. It will be nice to have a leaderboard on 800% score, so we can check who survive more! I hope that the campagin gets done near!]]></description>
		<content:encoded><![CDATA[<p>Great addition! I like it. It will be nice to have a leaderboard on 800% score, so we can check who survive more! I hope that the campagin gets done near!</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: TianRiri</title>
		<link>http://www.numantiangames.com/2018/08/06/they-are-billions-update-something-giant-is-coming/comment-page-1/#comment-15223</link>
		<dc:creator><![CDATA[TianRiri]]></dc:creator>
		<pubDate>Sat, 11 Aug 2018 20:22:06 +0000</pubDate>
		<guid isPermaLink="false">http://www.numantiangames.com/?p=2324#comment-15223</guid>
		<description><![CDATA[Also es auf die 2. Map (30%) zu schaffen ist mit etwas verstand und skill nun keine sooo große Herausforderung....]]></description>
		<content:encoded><![CDATA[<p>Also es auf die 2. Map (30%) zu schaffen ist mit etwas verstand und skill nun keine sooo große Herausforderung&#8230;.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Victoria Bert</title>
		<link>http://www.numantiangames.com/2018/08/06/they-are-billions-update-something-giant-is-coming/comment-page-1/#comment-15222</link>
		<dc:creator><![CDATA[Victoria Bert]]></dc:creator>
		<pubDate>Tue, 07 Aug 2018 00:08:13 +0000</pubDate>
		<guid isPermaLink="false">http://www.numantiangames.com/?p=2324#comment-15222</guid>
		<description><![CDATA[This makes me want to scream...this game just keeps updating to make it harder.  Not everyone is a YT player or expert.  Can you make it more exciting for those who can&#039;t make it to the second map.  I&#039;ve played over 100 games and I can win on easy mode...but trying to get past the last swarm on 22/30% is just not happening for me. I&#039;ve watch others play online... but I never seem to have the winning combination of Mayor gifts or map location in the first map to get past it in the final swarm. The last 90 games I get wiped out at the last invasion.  Now i&#039;m totally frustrated and a little bored...but, I keep trying... I had hoped maybe you would give us a another mode...another map, or open up the second map to everyone,  but nope...this update is about it being harder. HARDER. Please consider that I want to play even though I&#039;m not great at it...please.]]></description>
		<content:encoded><![CDATA[<p>This makes me want to scream&#8230;this game just keeps updating to make it harder.  Not everyone is a YT player or expert.  Can you make it more exciting for those who can&#8217;t make it to the second map.  I&#8217;ve played over 100 games and I can win on easy mode&#8230;but trying to get past the last swarm on 22/30% is just not happening for me. I&#8217;ve watch others play online&#8230; but I never seem to have the winning combination of Mayor gifts or map location in the first map to get past it in the final swarm. The last 90 games I get wiped out at the last invasion.  Now i&#8217;m totally frustrated and a little bored&#8230;but, I keep trying&#8230; I had hoped maybe you would give us a another mode&#8230;another map, or open up the second map to everyone,  but nope&#8230;this update is about it being harder. HARDER. Please consider that I want to play even though I&#8217;m not great at it&#8230;please.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Felipe DiSouza</title>
		<link>http://www.numantiangames.com/2018/08/06/they-are-billions-update-something-giant-is-coming/comment-page-1/#comment-15221</link>
		<dc:creator><![CDATA[Felipe DiSouza]]></dc:creator>
		<pubDate>Mon, 06 Aug 2018 21:22:24 +0000</pubDate>
		<guid isPermaLink="false">http://www.numantiangames.com/?p=2324#comment-15221</guid>
		<description><![CDATA[Greetings, Numatian Games, I&#039;m Felipe DiSouza, hailing from Brazil, a.k.a DeltaCadimus on Steam, with a brief review, praise, criticism and some suggestions.

I&#039;ve been accompanying your game ever since it&#039;s initial trailer and I must outright say that I&#039;ve never seen such dedication and earned reputation as what&#039;s maybe the first true Zombie RTS of our time - because Plants vs Zombies, at best, still remains a Tower Defense game and even the famed &#039;Infested&#039; maps from StarCraft II are simply modifications on an existing game, and both being arbitrarily timed and ruled.  This one however, I liked the idea that not only you must think on being defensive, but also as much aggressive as possible to increase your survival chances.  Pushing against the stereotyped Romeo zombie mods, defending against runners, special types, and even assaulting zombie nests for plunder, it really looks like you people really did your homework, going so far as taking influence not only from World War Z, but also Land of the Dead (Which also covered a human colony &#039;prospering&#039; amidst a zombie apocalypse).

My biggest praises about this game is that, for starters, not only is it entirely gorgeous in visual and aesthetics, reminding a more Victorian Gears of War, but it&#039;s gameplay, despite criticism, is very akin to what Studio MDHR did to Cuphead - where you succeed or fail by YOUR actions, not because the map had more or less resources, enemies, etc.  In many ways, it is fair - you have to adapt, you have to expand and you must always be racing the clock, hoping you can get enough to build and hold the next tide, and the hybrid style you arranged between games like StarCraft itself, Age of Empires, the Anno series and other similar game strongly works in the game&#039;s context.  But the best part is when you lose the game - you don&#039;t feel angry about it.  You know you screwed it, and you alone, and even encourages you to browse other players in YouTube (Such as AznElite, highly recommended) so you can learn more and more, and thus sharp your skills exactly like a knifle with a whetstone.  This is a game which you intially don&#039;t expect much, but after it, you don&#039;t want to quit.  No wonder this one made me spending hours sanding cars, just to purchase it&#039;s early edition, all worth it!

However, while you do deserve credit, not everything is peachy, and while some flaws can be overlooked, there are three that somewhat harm it and might drive away interest.  The very first is that the zombie variations, while you covered the most basic parts, still remain limited.  Yes, yes, you&#039;ve just introduced your &#039;mega&#039; boss type and there is balance to consider, but most of the part, your enemies are already known and you know what to expect every game.  Perhaps two or three more types could help upscale things a bit more and potentially help counter what is the second issue, which of course, is the Snipers.  While you did nerf it, sadly enough, Snipers still remain the strongest unit in-game, even more than Thanatos or Titans, and about twenty of them can single-handledly clear a map at 370% difficulty before day 60, especially Villages of Doom, whose houses are, I suppose, expected to withstand more against what&#039;s practically hunting rifles.  In order to counter this, I could suggest perhaps a type of flying Infected, one which the Snipers can&#039;t target, but Soldiers or Titans can, which will have players consider variety in their groups.  This and make Villages more resistant to Soldier&#039;s Quarters units, but leave them vulnerable to Lucifers, Thanatos and Titans

Finally, the final criticism is that, while gameplay is interesting, the intensity in middle to late game doesn&#039;t pick up.  You&#039;ll notice that, in many missions, players whom&#039;ve virtually cleaned the map and are expanding are simply waiting for the clock to run out and fight the final horde without a single worry.  Any gameplay, I believe, should act like a crescendo in an orchestra, where it, in the end, picks up into full intensity, and not just in infected waves.  One of the things you could consider doing is, as the clock ticks further and further (Past Day 40), start spawning more and more slower zombies that crawl towards the player&#039;s colony, stressing defenses up to the point players might have to go overkill on static defenses or have at least a few Snipers in towers watching each breach.

Well, with that finished - whew! - let&#039;s get to some other suggestions to make TAB all the more complete, and that, of course, is multiplayer!  Now, while this game type does limit things a lot, there are few modes that can make it quite creative, and I have at least two ideas for this - Colony Rivalry and Back to Back.  Colony Rivalry should go that up to four players share the center of the map, divided by thick, strong walls, and that the last standing Command Center wins.  Players can consider whether to invest in destroying these walls (Which will take a LOT of firepower) or having to fight through a sea of zombies to reach each player&#039;s base.  On the other hand, Back to Back is the more friendly version, with the difference the zombie population is even larger per player and space might be too limited, and resource sharing is a MUST for all to survive.  On this one, if one goes down, the rest can easily go along.

The second suggestion - now more of a wet dream - is doing to your community challenge what StarCraft II did with it&#039;s Coop mode and add &#039;mutators&#039; that can add extra challenges beyond normal gameplay.  A few ideas could be the Wood Crawler (Infected can travel through forests with -75% speed), Flying Wights (Wights can jump up and down mountain cliffs), Executive Decision (Executives, when attack, draw all the infected at a greater range), Kick the Anthill (Destroyed VoD buildings spawn a throng of infected, all at once), among others.

And, lastly achievement suggestions that reward players for winning games without using certain types of units, or using a single type of unit, etc.  :)

Well, that&#039;s about it, I&#039;m not going to write a book.  Good luck, looking forward to a &#039;Story Trailer&#039; in the future, and keep up the good work!]]></description>
		<content:encoded><![CDATA[<p>Greetings, Numatian Games, I&#8217;m Felipe DiSouza, hailing from Brazil, a.k.a DeltaCadimus on Steam, with a brief review, praise, criticism and some suggestions.</p>
<p>I&#8217;ve been accompanying your game ever since it&#8217;s initial trailer and I must outright say that I&#8217;ve never seen such dedication and earned reputation as what&#8217;s maybe the first true Zombie RTS of our time &#8211; because Plants vs Zombies, at best, still remains a Tower Defense game and even the famed &#8216;Infested&#8217; maps from StarCraft II are simply modifications on an existing game, and both being arbitrarily timed and ruled.  This one however, I liked the idea that not only you must think on being defensive, but also as much aggressive as possible to increase your survival chances.  Pushing against the stereotyped Romeo zombie mods, defending against runners, special types, and even assaulting zombie nests for plunder, it really looks like you people really did your homework, going so far as taking influence not only from World War Z, but also Land of the Dead (Which also covered a human colony &#8216;prospering&#8217; amidst a zombie apocalypse).</p>
<p>My biggest praises about this game is that, for starters, not only is it entirely gorgeous in visual and aesthetics, reminding a more Victorian Gears of War, but it&#8217;s gameplay, despite criticism, is very akin to what Studio MDHR did to Cuphead &#8211; where you succeed or fail by YOUR actions, not because the map had more or less resources, enemies, etc.  In many ways, it is fair &#8211; you have to adapt, you have to expand and you must always be racing the clock, hoping you can get enough to build and hold the next tide, and the hybrid style you arranged between games like StarCraft itself, Age of Empires, the Anno series and other similar game strongly works in the game&#8217;s context.  But the best part is when you lose the game &#8211; you don&#8217;t feel angry about it.  You know you screwed it, and you alone, and even encourages you to browse other players in YouTube (Such as AznElite, highly recommended) so you can learn more and more, and thus sharp your skills exactly like a knifle with a whetstone.  This is a game which you intially don&#8217;t expect much, but after it, you don&#8217;t want to quit.  No wonder this one made me spending hours sanding cars, just to purchase it&#8217;s early edition, all worth it!</p>
<p>However, while you do deserve credit, not everything is peachy, and while some flaws can be overlooked, there are three that somewhat harm it and might drive away interest.  The very first is that the zombie variations, while you covered the most basic parts, still remain limited.  Yes, yes, you&#8217;ve just introduced your &#8216;mega&#8217; boss type and there is balance to consider, but most of the part, your enemies are already known and you know what to expect every game.  Perhaps two or three more types could help upscale things a bit more and potentially help counter what is the second issue, which of course, is the Snipers.  While you did nerf it, sadly enough, Snipers still remain the strongest unit in-game, even more than Thanatos or Titans, and about twenty of them can single-handledly clear a map at 370% difficulty before day 60, especially Villages of Doom, whose houses are, I suppose, expected to withstand more against what&#8217;s practically hunting rifles.  In order to counter this, I could suggest perhaps a type of flying Infected, one which the Snipers can&#8217;t target, but Soldiers or Titans can, which will have players consider variety in their groups.  This and make Villages more resistant to Soldier&#8217;s Quarters units, but leave them vulnerable to Lucifers, Thanatos and Titans</p>
<p>Finally, the final criticism is that, while gameplay is interesting, the intensity in middle to late game doesn&#8217;t pick up.  You&#8217;ll notice that, in many missions, players whom&#8217;ve virtually cleaned the map and are expanding are simply waiting for the clock to run out and fight the final horde without a single worry.  Any gameplay, I believe, should act like a crescendo in an orchestra, where it, in the end, picks up into full intensity, and not just in infected waves.  One of the things you could consider doing is, as the clock ticks further and further (Past Day 40), start spawning more and more slower zombies that crawl towards the player&#8217;s colony, stressing defenses up to the point players might have to go overkill on static defenses or have at least a few Snipers in towers watching each breach.</p>
<p>Well, with that finished &#8211; whew! &#8211; let&#8217;s get to some other suggestions to make TAB all the more complete, and that, of course, is multiplayer!  Now, while this game type does limit things a lot, there are few modes that can make it quite creative, and I have at least two ideas for this &#8211; Colony Rivalry and Back to Back.  Colony Rivalry should go that up to four players share the center of the map, divided by thick, strong walls, and that the last standing Command Center wins.  Players can consider whether to invest in destroying these walls (Which will take a LOT of firepower) or having to fight through a sea of zombies to reach each player&#8217;s base.  On the other hand, Back to Back is the more friendly version, with the difference the zombie population is even larger per player and space might be too limited, and resource sharing is a MUST for all to survive.  On this one, if one goes down, the rest can easily go along.</p>
<p>The second suggestion &#8211; now more of a wet dream &#8211; is doing to your community challenge what StarCraft II did with it&#8217;s Coop mode and add &#8216;mutators&#8217; that can add extra challenges beyond normal gameplay.  A few ideas could be the Wood Crawler (Infected can travel through forests with -75% speed), Flying Wights (Wights can jump up and down mountain cliffs), Executive Decision (Executives, when attack, draw all the infected at a greater range), Kick the Anthill (Destroyed VoD buildings spawn a throng of infected, all at once), among others.</p>
<p>And, lastly achievement suggestions that reward players for winning games without using certain types of units, or using a single type of unit, etc.  🙂</p>
<p>Well, that&#8217;s about it, I&#8217;m not going to write a book.  Good luck, looking forward to a &#8216;Story Trailer&#8217; in the future, and keep up the good work!</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Shane Clark</title>
		<link>http://www.numantiangames.com/2018/08/06/they-are-billions-update-something-giant-is-coming/comment-page-1/#comment-15220</link>
		<dc:creator><![CDATA[Shane Clark]]></dc:creator>
		<pubDate>Mon, 06 Aug 2018 18:55:49 +0000</pubDate>
		<guid isPermaLink="false">http://www.numantiangames.com/?p=2324#comment-15220</guid>
		<description><![CDATA[Finally! I&#039;ve been waiting for a new update. It&#039;s been pretty quiet for a while now...was starting to panic... Let&#039;s go kill the dead!]]></description>
		<content:encoded><![CDATA[<p>Finally! I&#8217;ve been waiting for a new update. It&#8217;s been pretty quiet for a while now&#8230;was starting to panic&#8230; Let&#8217;s go kill the dead!</p>
]]></content:encoded>
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