Yeah, so that game was initially pitched as a - as a PC game where you're kind of using the mouse, but when you - uh, that one, the way that game was initially pitched was in the form of a Flash video, also by Augusto - excuse me. Before it had a one page, he just made a Flash video one night. He said I - I couldn't stop thinking about this idea. And it was kind of, like, it - it's very true to what the end game is, where you're kind of spinning the world around you using, like, a mouse or - or a touch. Um, so naturally from the very beginning, that game was kind of a touch based game. Um, the - we launched Severed first on PlayStation Vita because, uh, we've had a long history with Sony and, uh, our engine runs well on the Vita. And also, we - when we were doing our experimentation, we found it was much more natural to move around the world with, like, a d-pad. Uh, it felt very natural to do that, and then you know, use the touch screen for - for interacting with the world or fighting. Uh, so uh, having - having the d-pad element of it, uh, just helped simplify the navigation. Uh, but we - uh, we announced this week that we're going to be bringing, uh, Severed to mobile. And so, for the past f - couple of months, we've been experimenting with how do you translate from the d-pad - movement with the d-pad into the - the, like, the iPad for example. Um, and we've been experimenting with a lot of different methods, like oh, what if you tap on the side of the screen and you spin 90 degrees, or if you drag with two fingers, you spin the world and if you drag with one, you're interacting with the world. Um, and we've seen some success with the different na - navigation methods. We've kind of settled on a hybrid one that, you know, you can do multiple different ways to navigate in the world. Um, but yeah, there was definitely a lot of experimentation and play testing to try and figure out how do you - how do you move around in a 3D environment, uh - well, it's quasi-3D environments using just touch in a way that doesn't feel cumbersome. Uh, so and it - it felt like - again, it felt like we're kind of breaking into new territory here where we have - it - it's nice when you have games that have done it before and you're, like, oh, oh we just do that. But uh, sometimes you don't have games that have done anything like this. Uh, we didn't want to have, uh, a virtual d-pad because we've never liked the way that those have felt, although it seems like an ob - obvious way that a lot of games do navigation. Um - uh, so yeah, we're like okay, yeah, let's try and solve this problem and, like, brainstorm ideas and play test and see how people are doing and see if they get it right away, if there's any confusion.