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CEO & Co-Founder @archliquid Co-Founder @playsolgarden Former COO @OOBEonSol Designed the original brand identity & logos Building the future of finance.

Joined September 2021
Photo by k6sol (@k6sol)Photo by k6sol (@k6sol)Photo by k6sol (@k6sol)Photo by k6sol (@k6sol)Photo by k6sol (@k6sol)Photo by k6sol (@k6sol)Photo by k6sol (@k6sol)Photo by k6sol (@k6sol)Photo by k6sol (@k6sol)Photo by k6sol (@k6sol)
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Great evening at the FrontierTech Birmingham Summer Social earlier this week. Really good to meet more founders, builders and people pushing Birmingham’s tech ecosystem forward. Always valuable getting out from behind the screen and having proper conversations around what people are building, where things are heading and how we can collaborate. Big thanks to The Sweat Equity Club, @SuperteamUK Birmingham and FrontierTechX for putting it together. Looking forward to the next one 🤝
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235 million diamonds have been been split upon everyone that staked in season 1 as a thank you for support 💎
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I am currently retiring the staking program for SOLG, will change the structure so $SOLG rewards can be earned by playing instead since I am slowly rolling out multiplayer at some of our community members request. All existing stakers have been refunded in full including their earned rewards, accounts that did not have enough rent left to hold SOLG been funded with $SOL and then refunded with their position.
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Replying to @Pacifica2525
Appreciate you taking the time to break this down 🤝This partnership is a big deal for what we’re building at Lithium. Exciting to see the infrastructure coming together and the community recognizing what it can enable. Liquidity is one of the most important parts of any network, and everyone is competing hard for it. Too many new chains launch without a proper plan for attracting and retaining that liquidity. The bullish sentiment is there (for some, at least), but the puzzle pieces simply don’t fit. Sentiment alone isn’t enough to keep a network alive... LitVM is getting it right. They’ve planned properly, and they’re putting the puzzle together ahead of the curve.
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It’s been a little while since our last update, and there’s plenty taking shape at ArchLiquid. We’re preparing a refreshed website with redesigned Markets and Launchpad pages, expanded trading charts, clearer portfolio tracking, and updated profiles, ARCH Points and ranks. The aim is a more polished, connected experience across desktop and mobile, in both light and dark modes. The new design is not live yet. We’re working through development and reviews before release. Current mainnet estimates range from a couple of weeks to a month or two, depending on testing and readiness. That’s an estimated window, rather than a confirmed launch date. Thank you for continuing to test ArchLiquid and share your feedback.
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k6sol retweeted
Cruise the LiteForge ecosystem with @sweep_haus 🔥 Complete quests, earn Miles, and compete for a share of $1,000 in rewards. Set sail and discover Hard Money Web3. 🌐 sweep.haus/quests/liteforge-…
LiteForge Cruise is LIVE on Sweep! sweep.haus/quests/liteforge-… Your journey into the LiteForge ecosystem starts here. Complete Quests, Earn Miles, Explore the Forge. Unlock new opportunities across the LiteForge ecosystem and compete for a share of $1,000 in rewards, alongside projects helping us bring more opportunities to the LiteForge community.
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Arcane dev update: Making solid progress with our AI model training for Blender. Testing procedural mesh generation, topology consistency, UV unwrapping, PBR material assignment and geometry optimisation across different asset classes. Early outputs are looking promising, particularly with modular assets and vegetation. Next focus is improving geometric accuracy, material consistency and generation reliability. Details: Blender 4.5.3 LTS, procedural geometry, UV validation, PBR workflows and GLB/FBX export testing. With 7/7 procedural asset unit tests passing. Testing across props, architecture and vegetation. GitHub: github.com/k6sol/Arcane
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Lithium is now live on LitVM testnet. Supply USDC or borrow against native zkLTC, with no wrapping required. The public testnet is open for users to explore the lending flow, test collateralized borrowing, and provide feedback ahead of future releases. Explore at: lithiumlend.com Documentation: lithiumlend.com/docs Discord: discord.gg/kfYspqQXhe
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Replying to @k6sol @SuperteamUK
superteam meetups always seem to have the best builders in the room. what was the most interesting thing someone was working on
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Replying to @k6sol
Happy to hear this!
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Had a great time at the last FrontierTech Birmingham Founders Social. Met some brilliant people, had some genuinely valuable conversations and made some great connections. @SuperteamUK Looking forward to being back on Monday, 19 October at The Alchemist! If you're coming along, make sure to come over and say hello. Always keen to meet more people building in tech! 🤝
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k6sol retweeted
quackd v0.16.0 is out! The SO-101's pilot can now hand the arm to a learned policy for one short segment at a time. A trained ACT drove the arm's simulator twin, and GPT-6 Sol from OpenAI used it for two manipulate segments on that twin. For example, the checkpoint natsuki0000/act-so101-bluecap ran two segments on the twin through serve-mcp. The next day gpt-6-sol handed the same ACT two manipulate calls under --goal and --policy-url; the run failed because the scene held a red cube and a pen instead of the blue cap the policy had learned. The policy itself lives in quackd policy serve (ACT, SmolVLA or pi05), the arm side is only an HTTP client, and every segment is confirm-gated, step-capped and clipped to the arm's travel. In plain terms: the pilot still decides what the next short piece of work is, then hands the arm to a policy that was trained on it. The policy runs in its own process so the bus stays light, motion is rate-limited, and anything that looks unsafe aborts and holds. You can rehearse the whole thing on the twin first. None of it has driven the real arm yet. github.com/rokbenko/quackd/r… @huggingface @LeRobotHF @OpenAIDevs
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Been putting a lot of time into development lately. Got a substantial PR merged today after plenty of testing and refining. Also been working on Arcane, an AI-powered development platform focused on bringing intelligent agents and autonomous workflows directly into creative software. Still early, but making good progress.
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Work in progress, Ares boss fight
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This will be a solid gameplay trailer for Play Store
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Building Hunted has been a constant cycle of “this is actually sick” followed by “this is fucking terrible, rebuild it.” I’m working on multiplayer trials based around classic commercials, corrupted news broadcasts and a Hunter hijacking your TV. The difficult part is making it all feel connected and actually fun, rather than just looking creepy in a screenshot. I keep going back over the builds, rewriting systems and cutting stuff that sounded good in the plan but feels boring in practice. The scope creep is ridiculous, but I genuinely want this to feel like its own little world, not another generic horror game.
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Sol 6.1 Ultra has been ridiculously good for me so far, especially when I compare the cost and usage to Astra. Since the 20x plan got nerfed, Astra feels a lot harder to justify for the amount of work I’m doing. I can burn through usage far quicker than I’d like, whereas with Sol 6.1 Ultra I genuinely feel like I’m not even close to touching my limits most of the time. I’m using it constantly for coding, game dev, debugging, planning systems and just generally iterating on a lot of stuff at once, so the difference in value has been pretty noticeable. Astra is still obviously very capable, but right now Sol 6.1 Ultra feels like I can actually use it aggressively without constantly thinking about how much usage I’ve got left.
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Today short notes thanks to all the feedback received so far from our community members Introduced Companions: - Dogs, they follow you and attack your target: 15% / 30% / 45% damage, depending on breed. Cerberus gets a 5% chance to triple attack. More coming in this area. QoL and more: - Arena matchmaking got an update so now you are more likely to find an opponent within your power range. - Improved monster navigation around obstacles. - Rebalanced Golden mob XP, especially in Sunscar. - Higher-level monsters give much more Gold. - TD gets harder after wave 25, with better rewards. - Optimized mine collection to reduce waiting.
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Golden Invasion ends in~20 minutes! Reminder that Golden Invasions arrive twice daily at 00:00 and 12:00 UTC, lasting one hour.
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More tomorrow 🌱 Grow a Garden on @solana
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Patch notes for today: - Introduced Golden Invasions they will arrive twice daily at 00:00 and 12:00 UTC, lasting one hour. Goldens have 12× base kill XP and a guaranteed drop of 3 matching suit fragments. - Introduced Elite monsters: Elites award 3× base kill XP, more Coins, materials and a 30% chance for 100–200 Diamonds. - Improved lighting in Wildwood - Introduced sword combos, guarding and shield bash + several other animation improvements. - Refreshed portals, Travel menu and marketplace on web and Seeker. - Fixed underground camera view - Several other bug fixes, list is too long Thank you all that contributed with feedback for the past several days! Play: solgarden.xyz/play
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