Rob Reininger · Assistant Director, Systemic Gameplay ServicesYeah, so the big one is we're trying to close off some of these game loops, right? We can go out, we can buy stuff, we can already sell commodities. So the next logical step was to be able to sell personal items or ship items back to shops, just offloading. You bought 57 different ships, but you're just like, I just want to manage a small set of power plants or whatever. That's a doable thing now. The goal is to start with those item types, generally limit them to the types of items that the store will have for sale, right? And then go from there. Selling ships back to a dealer is going to be in a future tier, right? But the important part is when we start going to loot generation, you're going to be able to collect a lot more stuff. It may or may not be valuable, but it's another form of being able to be rewarded within the game, to be able to go and sell it somewhere. So it closes several gameplay loops that are either coming online very soon or have been there for more than a bit. And it also gives us an opportunity to actually change our shopping flow in the kiosk. It's going to be in the kiosk, I should say. We're not going to do it at the physical item level or the mobiGlas level. We're going to try and phase out that mobiGlas UI at some point. But in converting it to Building Blocks, we can re-envision that flow a little bit and try and make it a little more user-friendly: selling things in stacks, buying things in larger volumes. And if you buy things, they're going to get sent to your local inventory. If you sell things, you can only sell things from your person, from your ships that are in that location, from your local storage that's in that location. So again, leaning into that concept of items being localized within the world, it's going to fall in line with all that.