Holo everyone! We're quite happy to finally announce that we have a date for the alpha vial opening going live. Things have not been easy and have taken a while longer than expected, having our main devs living in 3 different continents has also been delaying things overall, but we've made due!
The date of our Alpha Vial opening is set on November 2nd, 6 PM GMT!

In this post, we'll be going over what that entails without spoiling too much of the actual opening.
After that date, you'll be able to open your vials, pour their liquids on a magic spinning cube and your creature and items will appear for you to be flipped over to view!
On the back end side of things, what will occur is that your alpha vial nft on hive-engine will get burned and you'll instead receive items temporarily not on chain (non-nfts). The generation will also happen through provably fair, meaning you can rest assured that your luck was in your hands only and that no insiders are able to time/predict which vials will have a better outcome to cheat the generation in their favor. We'll get into the reason for the creature and items not being nfts yet in a later post, so look out for that then as we've been working on a few different things since last update! (Although we're always working on things :D)
We've also made some updates to our website which you'll notice during the date and more importantly to our inventories which will hold your opened items from the vials - so let's get into those now!
Odds
Creatures 100% for a starter creature, 25% chance of which starter - This means you're guaranteed a starter creature and they have even odds of being Infurno, Wrackoo, Walle or Zappit - 50% chance for uncommon rarity stat per stat, 35% chance for rare rarity stat, 14% chance for epic rarity stat, 0.9% chance for legendary rarity stat, and 0.1% chance for holo rarity stat. Keep in mind every stat is calculated separately and it will also showcase your average stat. - 3% chance for a radiant creature - to get a holomax creature skin, your average stats need to be of holo quality

Capture cards You are guaranteed at least 1 empty capture card with the chance of up to max 6 from one vial. They can consist of regular rarity - but separated based on type (fire, grass, water, electric), gold rarity or diamond rarity. - 30% chance to only receive 1 card, 28% chance to receive 2, 20% for 3, 15% for 4, 5% for 5 and 2% for 6 capture cards. - 90% chance to receive a regular card, 8% for gold, and 2% for diamond.

Healer starter gloves You are guaranteed at least 1 pair of starter gloves with 3 different types that go with each class at an equal chance (33.33...%) - 90% chance for epic starter gloves and 10% chance for holo starter gloves.
Capture Device This is the first item you aren't guaranteed and has a 33.33...% chance of existing in your vial. - 5 rarities, 50% for uncommon, 35% for rare, 10% for epic, 4% for legendary, and 1% for holo.
Capture Ammo You are guaranteed at least 1 capture ammo. - 5 rarities, 50% for uncommon, 35% for rare, 10% for epic, 4% for legendary, and 1% for holo.
Backpack You have a 66.66...% chance for a backpack. - 5 rarities, 40% for uncommon, 30% for rare, 15% for epic, 10% for legendary and 5% for holo.
Mount These items have a 20% chance to exist in a vial. You can receive a bicycle 90% of the time compared to a Hoverboard 10% of the time. - 3 class types, 95% chance for epic rarity and a 5% chance for holo rarity.

Consumables These have different odds with varying amounts. There are 5 different consumables and you're guaranteed to get at least one of each. - 29% chance to receive 1, 24% for 2, 17% - 3, 12% - 4, 7% - 5, 4% - 6, 3% - 7, 2% - 8, 1% - 9, 0.75% - 10, 0.25% - 20.
When it came to the odds, we had to do some adjustments based on the total amount of vials we believe will be sold before we switch to beta vials. This means that certain odds were increased with the idea that we'll sell roughly 4000-5000 vials before the period is over, things like increasing gold and diamond odds for card foils, radiant odds for starter creatures, etc. The items in the alpha vials will be design-limited to the alpha only and will not drop in the future again. The alpha starters however will have a small chance to be evergreen in beta vials but with lower stat rarity odds than in the alpha vials, this will persist in future vials, eg: the vials after beta will have a much lower odds for alpha starters with lower odds of stat rarity, low odds for beta starters with lower odds for stat rarity while there'll be new starters with the highest drop chance in those vials.
Another thing to keep in mind is that creature rarity stats can be improved by leveling the hard way which consumes the most healer resources and certain consumables.
That said, most of the items listed above will also be craftable and depending on crafting skill and gathering materials you'll be able to match the rarities to the alpha vials.
Now let's get into some usecases for all these items!

Starter Creatures
The creatures are required to be able to battle in-game, as well as a healer controlling them and telling them what moves to do as well as keeping them alive. Your starter creatures will be able to level up when beta launches and evolve which gives them a boost in stats (not stat rarity however). They all have different types and the moves they'll learn will be of said type along with normal (physical) type moves. Creature types have a slight synergy in-game based on which healer they're teamed up with.
Capture Cards
These cards are required to capture wild creatures. While the starter creatures will already be in their own alpha foil capture cards, you'll need cards to capture others to add to your team. As mentioned earlier, the alpha design is limited to the alpha vials, so there'll ever only be a certain amount of alpha capture cards, thus choose which creatures you want to capture within them wisely! Capture cards will also be craftable but will have a very different aesthetic.
Healer starter gloves
The healing gloves are required if you want your healer to perform healing abilities in and off-game. When healing in-game, it'll cost you a turn, but off-game you can heal creatures in your party or even outside your party as much as your mana can afford to. Healer gloves are class-restricted, if you get one of the another class than the healer you're using, you'll have to trade it with other players/on the market for the one you can equip. You can battle without healing gloves but won't be able to heal. You'll be able to craft a different design of healer gloves with professions.
Capture Device
This item is required when attempting to capture wild creatures, the alpha one is again design limited. Depending on rarity it will give the healer using it a boost in luck which affects certain outcomes such as capture success rate. You'll be able to craft a different design of capture devices with professions.
Capture Ammo
This item is required when attempting to capture wild creatures and gathering materials for your professions. It will spend a different amount of ammo per use depending on the size and weight of gathering materials attempted to be gathered. For wild creatures it will slightly increase based on what level they are. The higher the rarity the more luck it adds to your total capture success rate while also spending less ammo per capture compared to lower rarity ammo. You'll be able to craft ammo for fill-ups.

Backpack
A backpack is required when your healer is out on an adventure for gathering profession materials, if the backpack becomes full, you won't be able to take any more materials with you back to your base. Higher rarity offers more space. You'll be able to craft different design backpacks with professions.
Mount
A mount will make your adventure faster which allows the healer to encounter more wild creatures per journey. Along with your luck stat, this can significantly increase your wild encounter rate. You'll be able to craft mounts in future updates but not necessarily during beta as this will require high-end professions that may not be released by then.
Consumables
Healer food - This helps restore healing ability points. Creature food - This helps restore creature move points. Drinking water - This is required for both healer and creature to not become fatigued and unable to battle/journey. Mana potions - This allows healer to restore mana instantly in and off battle, however in-battle it costs 1 turn. Mana elixir - This gives the healer a boost in their mana generation as well as mana pool.
After everyone's had some time to open up their vials, we will be shifting the current zing distribution to collection rewards from closed vials to opened vials towards a 50-50 split, and as more vials are opened over time, the bigger their share becomes. Creatures and items will receive their own weight based on rarities; the rarer something is, the bigger the pull on collection rewards.
Lastly we also want to emphasize that future games we have planned will all attempt to re-use the same assets as our flagship game. That means that alpha items and creatures will have use-cases in other games we aim to build in the future, same goes for creatures captured and items crafted as well.
We will also be stopping the sale of alpha vials in the near future and replacing it with beta vials, these will have new starter creatures and starter items of different designs.
Best of luck with your vial openings, healers!

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