Yeah... so I mean, I read this on the forums where everyone argues about what "pre-alpha" or "alpha" or "beta" test is. So to just give you my concept, the reason why we call Arena Commander "pre-alpha" is because my definition of "alpha", which is sort of a more standard one is, "alpha" is not content-complete, but generally functionality complete that you start testing. And then "beta" is content and functionality complete, but you're trying to fix bugs, so you're still honing and tweaking and adding stuff in alpha, but you've got pretty much all your features in, but you don't have all your content in. But in "beta" you have content and the features in, but you're just making sure its debugged.Therefore with Arena Commander, we're not even on Arena Commander v1.0, so you could say right now we're "pre-alpha Arena Commander v1.0" ... When it's 1.0 it will be "alpha" and then it will roll to "beta". But really the "alpha", the "beta" descriptions we originally had the start of the project were alpha and beta for the overall game, which means Star Citizen, the Persistent Universe, Squadron 42 - all that stuff rolled together. And so one of the reasons why we say "pre-alpha" on each one of the modules is because we're rolling out sections of that bigger overall game individually to sort of beat on them, test on them, get feedback, make them better. All the elements are sort of "pre-alpha" in all these sections, and they will all roll into an "alpha" that will be Star Citizen, that will roll into a "beta". That's kind of why we say "pre-alpha" versus "alpha" versus "beta", and that's kind of what the process is.So the process I can see us doing is, each of the modules gets released in a pretty rough state. Much rougher than I would ever release anything to the public normally, and much rougher than a lot of times we would release on a wide beta test just to get the stress tests, get feedback on whether things work or don't work, or see where the problems lie. So we hone those, and then of the modules themselves, we go along and it's not just, "okay that's the final module," it's like, "no, this is a set of the full feature set," and then we're adding more features and functionality as we go along. Which is again why I said "pre-alpha" because it doesn't have all the functionality. By the time we get to all the functionality being there it should be joining the other modules that have also been doing the same process, into a place where we're like "okay, we've pretty much the alpha of Star Citizen together," but we're missing some of the content - say some of the planets, some of the locations, some of the ships... but all the functionality is there. Then at that point you go from the alpha to the beta once all the content is in there, then you finish the tests out, and then the game is... "released" or "live". "Done" is a bad word because as far as I'm concerned, as long as you guys are having a great time and we can keep a viable business going (basically paying the people working on the game) then we will continually work on Star Citizen to make it cooler, and bigger, and add more and more of the features that just would make this the "best damn space sim ever!"I mean, you know, there's a long way to go there, so I don't want anyone out there to think that I'm saying that's where we are now. That's just our goal and ambition. That's what we're working towards but we recognize there is a huuuuge way to get there, but we're very committed to always making the game bigger, better, all the time. That's the beauty of being online, because you can constantly be sharing it - we're sharing it right now. So I know people are always worried about things like "feature creep" and stuff, but look, you know, people have code they can sit and play and interact with, and as we get more of it we keep adding it, and we keep making it better. It's just an ongoing process, and I hope we'll be around long enough but it would be really interesting, in 10 years time, to see what the universe looks and feels like and what's happened in it compared to what we all talked about now. Because I definitely thing it's gonna just get cooler and bigger and better, and also take some maybe unexpected turns. You can certainly just even see the process as we go along - you can see what the Hornet looked like in the original prototype in 2012, then we did an upgrade when it went into the hangars, and now there's another upgrade that went in when we went into dogfighting. You can sort of see the constant iteration and improvement we're doing, and you guys are along for the ride, which is pretty damn cool. That's kinda one of the things I think is pretty exciting about the process we're taking. I mean it does take people to understand that this is early, it's gonna get better, and you're sort of seeing the sausage get made, but umm... it's gonna be a damn good sausage in the end!