Uh, I usually don't think about it, uh, from the standpoint of trying to make a profit. I usually don't do that. Typically - and I think that this is not typical for - for most companies - uh, we're looking at what is a fair price for this game. And uh, so, we're looking at other games that are coming out that are similar in scope, uh, what - what are people paying for those games? Uh, we don't - so, we kind of - we kind of try and go with what we think is fair more than anything else. And uh, sometimes - sometimes we end up being cheaper than other games. Uh, I remember at the Vita launch, I think we were the - the - I don't want to say better cheaper. I'd say better value, maybe. I don't know. Um, at the Vita launch, we lau - we launched Mean Blobs Attack at - at Vita launch, and I think we launched for $7.99 or $8.99 at the time. And all the other games were at least $10, maybe $15. We were - we were lower than all of them. Um, but that's because we looked at all the other games and we thought these - like, we're probably the shortest in length and we want people who buy our game to feel like they got a good value for what they paid. So, and we feel like that, uh, maybe the critics don't care about it because they're getting the game for free anyway, but we feel like the consumers will, you know, if it's a - if it's a good game and they're getting it at a good price, they're going to spread the word and, you know, there will be success stemming from that. So, um, yeah, it's mostly about fairness more than anything else, I think.