The big success that we had was, uh, with Kickstarter in digital distribution. The advantages we found there was there were certain games that we could do with player support that we couldn't do with publisher support. So, things like adventure games or certain old school RPGs, they were only -- they were not for consoles. We found that most publishers wouldn't entertain pitches like that because, in all -- in all -- realistically, that's not a good business model for them to follow in terms of -- in terms of investment of time and investment of funds. But players really want to see those games. So, what I like about Kickstarter is it provided this door for people to go, you know what, uh, SchaferTim? We would love to see another adventure game from you even if you can't get a publisher to finance a game like that. Um, you know, Brian Fargo, we'd love to see Wasteland 2. Like seeing an old school RPG was sort of like these more like old school mechanics. Who cares whether it's on consoles or not? I just want to play a game like that. And there might only be like 70 or 80,000 people, which to a publisher, nowhere near the numbers that they're shooting for. But, you know, and then that leads to Eternity. And then like it's leading to, uh, you know, Torment: Tides of Numenera now. I -- seeing that level of player support for wanting to see those types of games, uh, has been really encouraging as a developer because suddenly your market's expanded. Like you have a whole new audience you can reach. They don't care about having all the -- like the latest bells and whistles like, you know, super duper normal mapping with tent control. Like they don't care. They -- there's a certain experience that they want that doesn't, doesn't necessarily rely on the latest technology or having everybody voice acted. There are certain things they liked about those old style of games or the adventure game genre that they're just willing to finance. And sometimes they're willing to finance it anywhere from, you know, times 10 to times 100 the value of the product just because they're -- they, they love those types of games so much. And seeing that outpouring of support is really morale-boosting for the team as well. And it's kind of nice dealing with them as opposed to a publisher, because when you're dealing with a publisher, you actually have to deal with a publisher and your target audience. With Kickstarter, you just go right to your audience. You explain what you want. You establish your audience. Within 30 days, you know whether your idea sucks or not as opposed to like, you know, six months before release, when the player's like, "Well, that game looks like it sucks." Um, but, yeah. So, I guess the Kickstarter process has been more liberating for us, and it's a lot more empowering.