Games We Cover
One complete guide library per game — builds, combat, progression, crafting, economy, settings. All of it from actual play, and revisited every time the game changes.
One game, one complete library
Not scattered guide pages. A full set covering the first hour through endgame, plus cheat sheets, maps, and tools.
We come back and fix it
Patches make guides wrong. When the game changes, we go back and revise the article — and publish which ones got fixed. Every page carries the date it was last checked.
Answers, not option lists
Our guides end with a recommendation. If there's a clear best answer, we say so. If there isn't, we say that too.
Where we're unsure, we leave it blank
A number we haven't tested enough times gets left blank, with an explanation why. A blank is information. A made-up number isn't.
We track every patch. Guides get revised continuously.
Albion Online
Everything is player-crafted, player-shipped, player-priced — and anything you carry into the Black Zone can be taken by someone else.
Builds · Combat · PvE · Progression · Crafting · Economy · Exploration · Guilds
EVE Online
A shared economy that's been running for twenty years, with official data published monthly.
Economy · Industry · Logistics · Market analysis
Already playing. Haven't started publishing.
Path of Exile 2
A barter economy with no gold — currency doubles as crafting material. We'll be writing from day one.
Pre-launch: Currency mechanics · Trading basics · Launch-day prep
No longer updated, but the content stays up. We'll say exactly which patch it stopped at.
We only write about games we actually play, so the list is short and grows slowly. It will get longer — but every addition happens because we've played enough of it, not because it gets traffic.
Want to see a specific game? Tell us. No promise we'll write about it, but it's genuinely how we decide what's next.
We actually play it
Everything here comes from real time invested. That limits how many games we can cover, and we accept the trade-off.
It's worth a long piece
Some games are said in three lines. We write about the ones you're still puzzling over three months in.
We can keep it maintained
Writing one article is easy. Following two years of patches isn't. Before adding a game, we ask ourselves if we can keep up.
We'd rather keep the list short than run a guide farm we abandon after publishing.
We also make our own games
Everything above is someone else's game — we write about it. Below is what we're building ourselves. After a year of writing about how other people's game economies work, making our own is a strange kind of preparation. And a good one.
Albion Online — Dragonfire patch follow-up, five articles revised
EVE Online — Two new market analysis pieces
Albion Online — Trade-run pricing guide, added worked examples
One email a week: new guides, re-checked old ones, and anything worth knowing before the weekend.