You have now delivered 27 vehicles this year. How did this happen, and what's this change been like?
TL;DRThe team credits a planned year of quality of life and content, a larger vehicle team, process changes and support from other teams for the record number of ships, calling it challenging but good.
It's been pretty full on. So at the start of the year, we talked about doing this year of quality of life and content. So we sort of knew we were going to be working at this pace ahead of time. We knew that there was a lot of content to fill, a lot of ships to fill. I think we've done a pretty good job of that. Big thanks to not just the team that works on the ships, but all the supporting teams, like all the people who do the web pages and the marketing art and the trailers and economy side, QA, everybody, because it's all just a big group effort, especially to do it at that scale. It's the most we've ever done in any year. Last year was, I want to say, 23 or so. Even more this year is a big, big improvement. But it's not gone without its challenges, but I think we've done pretty well in there.
Yeah, I'll be honest, I lost count of how many we've done this year. It's been a lot. I think the transition to the monthly releases and everything, it's been full on, but I think we've weathered it pretty well. There's been no secret that we've been expanding the vehicle team a little bit over the last couple of years, and we're starting to, I guess, see some of the benefits of that. I think we've also, or I guess we're still in progress of, changing some of our processes and how we tackle ships, which has allowed us to speed up. Our concept team's grown; everything has grown a bit to allow us to get a little bit more throughput. It has been a challenge, but I think the team are in a pretty good place with what they're able to deliver and the speed and what we can deliver. We've ticked off a few big ones, ticked off a lot of small ones, and it's finding that balance of getting through some of the big ships, but also still being able to deliver a whole bunch of new and exciting ones as well.
Finally getting the Idris out the door.
Yeah. I mean, some of that stuff, we've got to thank some of the other teams on the other project that helped us with that side of things. But yeah, I think it's been a busy year, but it's been a good year. Everyone's come to the end of it and it's like, yeah, do you know what? I'm very proud of what the team's delivered.
No, and it's been reflected in every metric. Our daily average users are way up. Our concurrency is way up.
Yeah. And I think some of that stuff as well, to be fair, we can't lay claim to. The plan at the beginning of the year for the year of stability improvements, I think, has meant that more people want to play, and they want more ships to play with. And so the work of some of the other teams outside of the ships helped with that side of things.