{"id":227,"date":"2026-02-01T15:45:19","date_gmt":"2026-02-01T14:45:19","guid":{"rendered":"https:\/\/notkey.studio\/?p=227"},"modified":"2026-02-02T21:49:51","modified_gmt":"2026-02-02T20:49:51","slug":"first-steps-for-the-reaping-company","status":"publish","type":"post","link":"https:\/\/notkey.studio\/en\/devlogs\/first-steps-for-the-reaping-company\/","title":{"rendered":"Devlog 1 | January 2026 - First steps for The Reaping company !"},"content":{"rendered":"<div class=\"et_pb_section_0 et_pb_section et_section_regular et_flex_section section_has_divider et_pb_bottom_divider\">\n<div class=\"et_pb_row_0 et_pb_row et_flex_row\">\n<div class=\"et_pb_column_0 et_pb_column et-last-child et_flex_column et_pb_css_mix_blend_mode_passthrough et_flex_column_24_24\">\n<div class=\"et_pb_text_0 et_pb_text et_pb_bg_layout_light et_pb_module et_flex_module\"><div class=\"et_pb_text_inner\"><h3>Devlog 1 | January 2026<\/h3>\n<\/div><\/div>\n\n<div class=\"et_pb_text_1 et_pb_text et_pb_bg_layout_light et_pb_module et_flex_module\"><div class=\"et_pb_text_inner\"><h1>First steps for The Reaping Company!<\/h1>\n<\/div><\/div>\n\n<div class=\"et_pb_module et_pb_button_module_wrapper et_pb_button_0_wrapper\"><a class=\"et_pb_button_0 et_pb_button et_pb_bg_layout_light et_pb_module et_flex_module\" href=\"\/en\/devlogs\/\">see the devlogs<\/a><\/div>\n<\/div>\n<\/div>\n<div class=\"et_pb_bottom_inside_divider et-no-transition\"><\/div><\/div>\n\n<div class=\"et_pb_section_1 et_pb_section et_section_regular et_flex_section\">\n<div class=\"et_pb_row_1 et_pb_row et_flex_row\" id=\"project\">\n<div class=\"et_pb_column_1 et_pb_column et-last-child et_flex_column et_pb_css_mix_blend_mode_passthrough et_flex_column_24_24\">\n<div class=\"et_pb_text_2 et_pb_text et_pb_bg_layout_light et_pb_module et_flex_module\"><div class=\"et_pb_text_inner\"><p>Welcome to the very first devlog of <strong>The Reaping Company<\/strong>, my first game as an independent studio under the name <span class=\"notkey-span\" data-no-translation=\"\" data-no-auto-translation=\"\">not<span class=\"bang\">!<\/span>key<span class=\"dot\">.<\/span>studio<\/span>.<\/p>\n<p>The objective of these <strong>monthly devlogs<\/strong> The goal is to document the game&#039;s progress, share design choices, successes, doubts, as well as technical and creative lessons learned. Eventually, these devlogs may also cover other projects, but for now, let&#039;s focus on this one.<\/p>\n<p>This first month was mainly devoted to laying solid foundations, both creatively and technically.<\/p>\n<\/div><\/div>\n\n<div class=\"et_pb_text_3 et_pb_text et_pb_bg_layout_light et_pb_module et_flex_module\"><div class=\"et_pb_text_inner\"><h2>Narrative research and writing<\/h2>\n<\/div><\/div>\n\n<div class=\"et_pb_text_4 et_pb_text et_pb_bg_layout_light et_pb_module et_flex_module\"><div class=\"et_pb_text_inner\"><p data-path-to-node=\"3\"><span class=\"\">I began by establishing the narrative framework:<\/span><span class=\"\"> the universe,<\/span><span class=\"\"> the themes,<\/span><span class=\"\"> the stakes and the overall direction of the narrative. <\/span><span class=\"\">The idea wasn&#039;t to write every line of dialogue,<\/span><span class=\"\"> but of <\/span><b data-path-to-node=\"3\" data-index-in-node=\"190\" class=\"\">to build a <\/b><strong>solid structure<\/strong><span class=\"\"> to guide game design,<\/span><span class=\"\"> level design and visual identity.<\/span><span class=\"\"> Although I am not a professional writer,<\/span><span class=\"\"> I want the story to be consistent.,<\/span><span class=\"\"> without resorting to convenient plot devices.<\/span><\/p>\n<p data-path-to-node=\"4\"><span class=\"\">The central theme being <\/span><strong>death<\/strong><span class=\"\">,<\/span><span class=\"\"> My challenge is to find the right balance:<\/span><span class=\"\"> to avoid melodrama without falling into excessive frivolity,<\/span><span class=\"\"> in order to accurately serve my purpose. It was by validating this theme that I discovered two significant titles, which allowed me to refine my vision through comparison:<\/span><\/p>\n<ul>\n<li data-path-to-node=\"4\"><strong>Have a Nice Death by Magic Design Studios<\/strong> Despite a common premise (playing as a Grim Reaper in a corporate setting), the tone and gameplay are completely different from my project. It&#039;s an enjoyable game, even if it&#039;s not among my personal favorites. I learned a valuable lesson: while its animations are exemplary, the abundance of small, unclear gameplay systems is, in my opinion, a pitfall to avoid.<\/li>\n<li data-path-to-node=\"4\"><strong>Death&#039;s Door by Acid Nerve<\/strong> Absolutely stunning! This game quickly became one of my favorites thanks to its atmosphere, music, and tone. It taught me a lot, especially about managing secrets and storytelling. My only minor complaint, because I have to find one, is the lack of a map, which can be frustrating at the very end of the game, even though I understand and respect this design choice.<\/li>\n<\/ul>\n<p>This research and analysis phase allowed me to define more precisely the tone of The Reaping Company and the place that the player will occupy within this universe.<\/p>\n<\/div><\/div>\n\n<div class=\"et_pb_text_5 et_pb_text et_pb_bg_layout_light et_pb_module et_flex_module right\"><div class=\"et_pb_text_inner\"><h2>Characters: sprites and prototypes<\/h2>\n<\/div><\/div>\n\n<div class=\"et_pb_text_6 et_pb_text et_pb_bg_layout_light et_pb_module et_flex_module\"><div class=\"et_pb_text_inner\"><p>I hesitated a lot when choosing the artistic style. Initially, pixel art seemed like the obvious choice because of its relative simplicity (even though good pixel art is actually very demanding), and especially because of its speed of production.<\/p>\n<p>Nevertheless, I explored other visual directions, including a more <strong>hand-drawn<\/strong> Inspired by Hollow Knight, with minimalist shapes and strong black outlines. However, applied to a full game project, and especially with the amount of animation I want to create, this approach wasn&#039;t viable for me.<\/p>\n<p>I also considered the <strong>3D<\/strong>. Having studied this field for two years, my skills would have been perfectly suited to it. However, this would have considerably increased the project&#039;s complexity, particularly in terms of 3D rendering, and lengthened the production time. Here you can see a 3D prototype concept of the main character (the ghost), created with <strong>Blender<\/strong>.<\/p>\n<\/div><\/div>\n\n<div class=\"et_pb_image_0 et_pb_image et_pb_module et_flex_module\"><span class=\"et_pb_image_wrap\"><img decoding=\"async\" src=\"https:\/\/notkey.studio\/wp-content\/uploads\/2026\/02\/the-reaping-company-the-ghost-3d-concept-prototype.jpg\" alt=\"the-reaping-company-the-ghost-3d-concept-prototype\" title=\"The Ghost 3D Concept Prototype\" width=\"900\" height=\"900\" srcset=\"https:\/\/notkey.studio\/wp-content\/uploads\/2026\/02\/the-reaping-company-the-ghost-3d-concept-prototype.jpg 900w, https:\/\/notkey.studio\/wp-content\/uploads\/2026\/02\/the-reaping-company-the-ghost-3d-concept-prototype-480x480.jpg 480w\" sizes=\"(min-width: 0px) and (max-width: 480px) 480px, (min-width: 481px) 900px, 100vw\" class=\"wp-image-269\" \/><\/span><\/div>\n\n<div class=\"et_pb_text_7 et_pb_text et_pb_bg_layout_light et_pb_module et_flex_module\"><div class=\"et_pb_text_inner\"><p>So, for this first game, I decided to stay true to the initial idea: the <strong>pixel art<\/strong> !<\/p>\n<p>I then created some <strong>sprites and prototypes for 5 main characters<\/strong>, with Aseprite, in order to quickly define their silhouettes, their personalities and their readability on screen.<\/p>\n<p>I find real pleasure in working with pixel art, particularly in 16x16 resolution. This format demands extreme precision: every pixel must have its purpose. For me, the technical challenge often takes precedence over pure creativity, which perfectly suits my profile\u2014more technical than creative. To improve, I immersed myself in the excellent... <a target=\"_blank\" href=\"https:\/\/www.youtube.com\/@AdamCYounis\" rel=\"noopener\">videos by AdamCYounis<\/a>, whose talent and teaching methods are a true source of inspiration.<\/p>\n<\/div><\/div>\n\n<div class=\"et_pb_image_1 et_pb_image et_pb_module et_flex_module\"><span class=\"et_pb_image_wrap\"><img decoding=\"async\" src=\"https:\/\/notkey.studio\/wp-content\/uploads\/2026\/02\/the-reaping-company-wip-characters-1.jpg\" alt=\"the-reaping-company-wip-characters\" title=\"WIP Main Characters\" width=\"980\" height=\"550\" srcset=\"https:\/\/notkey.studio\/wp-content\/uploads\/2026\/02\/the-reaping-company-wip-characters-1.jpg 980w, https:\/\/notkey.studio\/wp-content\/uploads\/2026\/02\/the-reaping-company-wip-characters-1-480x269.jpg 480w\" sizes=\"(min-width: 0px) and (max-width: 480px) 480px, (min-width: 481px) 980px, 100vw\" class=\"wp-image-241\" \/><\/span><\/div>\n\n<div class=\"et_pb_text_8 et_pb_text et_pb_bg_layout_light et_pb_module et_flex_module\"><div class=\"et_pb_text_inner\"><p>These versions are still under development and subject to change, but they already provide a basis for testing proportions, future animations, and overall artistic consistency.<\/p>\n<\/div><\/div>\n\n<div class=\"et_pb_text_9 et_pb_text et_pb_bg_layout_light et_pb_module et_flex_module\"><div class=\"et_pb_text_inner\"><h2>Gameplay loop: put everything on paper<\/h2>\n<\/div><\/div>\n\n<div class=\"et_pb_text_10 et_pb_text et_pb_bg_layout_light et_pb_module et_flex_module\"><div class=\"et_pb_text_inner\"><p>This first month was partly devoted to reflecting on the <strong>gameplay loop<\/strong>, the true heart of the game. As the days went by, I saw many ideas emerge to enrich the foundation I had imagined. My concept rests on three major pillars: time travel, alterations of reality, and the ghostly aspect of the character.<\/p>\n<p>The goal is to integrate these mechanics into a genre that I particularly love: the <strong>Metroidvania<\/strong>, with a strong emphasis on action and storytelling. If I had to name my two major influences for the feel of the game, they would undoubtedly be Ori and Katana Zero.<\/p>\n<p>Just as with storytelling, my priority is the <strong>consistency<\/strong> I want every gameplay mechanic to serve the narrative. To achieve this, I took the time to lay everything out on paper. I carefully considered how my ideas would fit together to ensure they would work in the long run without creating contradictions. After numerous iterations and adjustments, I believe I&#039;ve found a solid theoretical balance that fulfills my objectives.<\/p>\n<ul>\n<li>A symbiosis between gameplay and story.<\/li>\n<li><span style=\"font-size: 16px;\">A rewarding system for unlocking abilities.<\/span><\/li>\n<li><span style=\"font-size: 16px;\">Satisfactory progress for the player.<\/span><\/li>\n<li><span style=\"font-size: 16px;\">A coherent overall structure.<\/span><\/li>\n<\/ul>\n<p>At a high level, the main loop will revolve around this three-part structure: <strong>Boss fight<\/strong> \u2192 <strong>Metroidvania-style exploration<\/strong> \u2192 <strong>Capacity building<\/strong>.<\/p>\n<p>Each major victory will unlock new ways to explore the world and recontextualize areas already visited. Of course, I suspect this structure will evolve once the first elements are implemented, but for now\u2026 I won&#039;t say any more and prefer to keep some mystery!<\/p>\n<\/div><\/div>\n\n<div class=\"et_pb_text_11 et_pb_text et_pb_bg_layout_light et_pb_module et_flex_module right\"><div class=\"et_pb_text_inner\"><h2>Character illustrations<\/h2>\n<\/div><\/div>\n\n<div class=\"et_pb_text_12 et_pb_text et_pb_bg_layout_light et_pb_module et_flex_module\"><div class=\"et_pb_text_inner\"><p>During my art direction tests, when I was working on a hand-drawn illustration style, I realized:<\/p>\n<ul>\n<li>An illustration of the main character (The Ghost)<\/li>\n<li>An illustration of a secondary character (The Reaper)<\/li>\n<\/ul>\n<\/div><\/div>\n\n<div class=\"et_pb_group_0 et_pb_group et_pb_module et_flex_group et_pb_css_mix_blend_mode_passthrough\">\n<div class=\"et_pb_image_2 et_pb_image et_pb_module et_flex_module\"><span class=\"et_pb_image_wrap\"><img decoding=\"async\" src=\"https:\/\/notkey.studio\/wp-content\/uploads\/2026\/01\/main-character-05-1.jpg\" alt=\"The Reaping Company\" title=\"The Reaping Company\" width=\"2048\" height=\"2048\" srcset=\"https:\/\/notkey.studio\/wp-content\/uploads\/2026\/01\/main-character-05-1.jpg 2048w, https:\/\/notkey.studio\/wp-content\/uploads\/2026\/01\/main-character-05-1-1280x1280.jpg 1280w, https:\/\/notkey.studio\/wp-content\/uploads\/2026\/01\/main-character-05-1-980x980.jpg 980w, https:\/\/notkey.studio\/wp-content\/uploads\/2026\/01\/main-character-05-1-480x480.jpg 480w\" sizes=\"(min-width: 0px) and (max-width: 480px) 480px, (min-width: 481px) and (max-width: 980px) 980px, (min-width: 981px) and (max-width: 1280px) 1280px, (min-width: 1281px) 2048px, 100vw\" class=\"wp-image-221\" \/><\/span>\n<div class=\"et_pb_text_13 et_pb_text et_pb_bg_layout_light et_pb_module et_flex_module\"><div class=\"et_pb_text_inner\"><p>The Ghost<\/p>\n<\/div><\/div>\n<\/div>\n\n<div class=\"et_pb_image_3 et_pb_image et_pb_module et_flex_module\"><span class=\"et_pb_image_wrap\"><img decoding=\"async\" src=\"https:\/\/notkey.studio\/wp-content\/uploads\/2026\/01\/reaper-04.jpg\" alt=\"The Reaper\" title=\"The Reaper\" width=\"2048\" height=\"2048\" srcset=\"https:\/\/notkey.studio\/wp-content\/uploads\/2026\/01\/reaper-04.jpg 2048w, https:\/\/notkey.studio\/wp-content\/uploads\/2026\/01\/reaper-04-1280x1280.jpg 1280w, https:\/\/notkey.studio\/wp-content\/uploads\/2026\/01\/reaper-04-980x980.jpg 980w, https:\/\/notkey.studio\/wp-content\/uploads\/2026\/01\/reaper-04-480x480.jpg 480w\" sizes=\"(min-width: 0px) and (max-width: 480px) 480px, (min-width: 481px) and (max-width: 980px) 980px, (min-width: 981px) and (max-width: 1280px) 1280px, (min-width: 1281px) 2048px, 100vw\" class=\"wp-image-223\" \/><\/span>\n<div class=\"et_pb_text_14 et_pb_text et_pb_bg_layout_light et_pb_module et_flex_module\"><div class=\"et_pb_text_inner\"><p>The Reaper<\/p>\n<\/div><\/div>\n<\/div>\n<\/div>\n\n<div class=\"et_pb_text_15 et_pb_text et_pb_bg_layout_light et_pb_module et_flex_module\"><div class=\"et_pb_text_inner\"><p>I created these illustrations using a Wacom Cintiq 16 tablet (via <strong>Clip Studio Paint<\/strong>And since I&#039;m not a professional illustrator at all, I had to go through five complete iterations before I was satisfied. In my illustration process, I start with a pencil sketch on paper before moving to digital, even if it means starting over several times if the result doesn&#039;t satisfy me when I come back to it a few days later.<\/p>\n<p>Today, these visuals establish the art direction and will serve as the basis for future sprites and animations. This is also the style I might use for character portraits during dialogue sequences.<\/p>\n<\/div><\/div>\n\n<div class=\"et_pb_text_16 et_pb_text et_pb_bg_layout_light et_pb_module et_flex_module\"><div class=\"et_pb_text_inner\"><h2>Learning Godot (with GDQuest)<\/h2>\n<\/div><\/div>\n\n<div class=\"et_pb_text_17 et_pb_text et_pb_bg_layout_light et_pb_module et_flex_module\"><div class=\"et_pb_text_inner\"><p>Starting out in video game development is a huge challenge! Even though I have a background in web development and an artistic training, the video game ecosystem was completely new to me. Creating a <strong>game engine<\/strong> Since staying home wasn&#039;t an option for me, I needed to choose the ideal tool. But then, why did I choose Godot?<\/p>\n<p>Today, three engines largely dominate the market: Unreal Engine, Unity and Godot.<\/p>\n<p><strong>Unreal Engine<\/strong> was initially my first choice. It&#039;s an extremely powerful engine that theoretically allows you to do everything without compromise. I had already used it for an animation project and taken several video training courses, including those of <a targte=\"_blank\" href=\"https:\/\/www.youtube.com\/@CobraCode\">Cobra Code<\/a>, specializing in 2D games. However, after testing 2D game development on Unreal Engine using Blueprints, I quickly realized how limited the engine was <strong>heavy and inert<\/strong> for a simple 2D project.<br \/>Yes, Unreal Engine can do everything, but at the cost of a <strong>significant complexity and a certain cumbersome nature<\/strong>. Simply launching the engine and loading a project takes time, and each system offers numerous variations and specific configurations. The engine is primarily designed for 3D (where it truly excels), but for simple 2D games, many features and effects must be disabled to function properly and avoid unnecessary resource waste. The conclusion was clear: the learning curve is steep, and for a graphically simple 2D project, the engine is too resource-intensive and unpleasant to use.<\/p>\n<p>Concerning <strong>Unity<\/strong>, It&#039;s been used in many games I love, like Ori, Hollow Knight, and Death&#039;s Door. It&#039;s very popular, but also often criticized: sometimes poorly optimized, controversial economic decisions, and a level of complexity that isn&#039;t actually that far removed from Unreal Engine. I saw Unity as a kind of <strong>a good middle ground between Unreal and Godot<\/strong>, And since I didn&#039;t see any particular advantage in it compared to Unreal, I looked at Godot.<\/p>\n<p><strong>Godot<\/strong>, which I had initially underestimated and dismissed, has finally ticked all the boxes! The engine is <strong>open source<\/strong>, It&#039;s free, community-driven, and doesn&#039;t take any royalties in case of commercial success (unlike Unreal Engine and Unity). It&#039;s particularly well-suited to 2D games (while also supporting 3D), responsive, clear, very pleasant to use, and extremely fast to launch. The learning curve is quick, even though you have to learn a programming language (<strong>GDScript<\/strong> (In my case), it&#039;s very close to Python, a relatively accessible high-level language. The documentation is also excellent, which is a big advantage.<\/p>\n<p>Once the engine choice was finalized, I began to <strong>learn Godot <\/strong>via the course <strong><a target=\"_blank\" href=\"https:\/\/www.gdquest.com\/tutorial\/learn-2d-gamedev-godot\/\" rel=\"noopener\">\u00ab Learn 2D Gamedev \u00bb by GDQuest<\/a><\/strong>. I hesitated for a long time between this and video training, but I recommend this one without hesitation. The written format is, in my opinion (and this is subjective), a considerable advantage:<\/p>\n<ul>\n<li>We take more time to read and fully understand the concepts<\/li>\n<li>It is very easy to return to a specific module<\/li>\n<li>The trainer can go into great detail, sharing best practices, advice, and referring to essential resources.<\/li>\n<\/ul>\n<p>Honestly, it&#039;s <strong>the best course I&#039;ve ever taken<\/strong>. He does not just teach technical basics, he also conveys a professional and pragmatic approach to game development, from A to Z, in a progressive manner, with concrete and directly applicable examples.<\/p>\n<p>Seriously, 10\/10.<\/p>\n<\/div><\/div>\n\n<div class=\"et_pb_text_18 et_pb_text et_pb_bg_layout_light et_pb_module et_flex_module right\"><div class=\"et_pb_text_inner\"><h2>First building blocks of the game<\/h2>\n<\/div><\/div>\n\n<div class=\"et_pb_text_19 et_pb_text et_pb_bg_layout_light et_pb_module et_flex_module\"><div class=\"et_pb_text_inner\"><p>After three weeks of learning, the desire to take action took over. I then began assembling the first building blocks of The Reaping Company on Godot:<\/p>\n<ul>\n<li><strong>Basic controls<\/strong> : A character capable of moving and jumping.<\/li>\n<li><strong>Game Feel<\/strong> Fine-tuning for movement, heavily inspired by the fluidity of Celeste&#039;s gameplay.<\/li>\n<li><strong>Animations<\/strong> : About ten prototypes already integrated for the main character.<\/li>\n<li><strong>Visual rendering<\/strong> : A <a target=\"_blank\" href=\"\/en\/tutorials\/godot-low-res-pixel-perfect-rendering-and-smooth-camera\/\">low-resolution pixel art display coupled with a smooth (non-pixel-perfect) camera<\/a>, a technical subject which, moreover, deserved its own dedicated article.<\/li>\n<\/ul>\n<p>It&#039;s still a very basic start, but it&#039;s enough to get a feel for it. I can&#039;t wait to tackle the terrain and explore the next features!<\/p>\n<\/div><\/div>\n\n<div class=\"et_pb_text_20 et_pb_text et_pb_bg_layout_light et_pb_module et_flex_module\"><div class=\"et_pb_text_inner\"><h2>To conclude<\/h2>\n<\/div><\/div>\n\n<div class=\"et_pb_text_21 et_pb_text et_pb_bg_layout_light et_pb_module et_flex_module\"><div class=\"et_pb_text_inner\"><p>This first month was mainly devoted to construction: ideas, intentions, tools and first prototypes.<\/p>\n<p>There is still a huge amount of work to be done, but the very first foundations are in place, and it is extremely motivating to finally begin to give concrete form to the project.<\/p>\n<p>Thank you for reading this first devlog, and see you next month!<\/p>\n<\/div><\/div>\n\n<div class=\"et_pb_module et_pb_button_module_wrapper et_pb_button_1_wrapper\"><a class=\"et_pb_button_1 et_pb_button et_pb_bg_layout_light et_pb_module et_flex_module\" href=\"\/en\/devlogs\/\">discover the devlogs<\/a><\/div>\n<\/div>\n<\/div>\n<\/div>","protected":false},"excerpt":{"rendered":"<p>Le Devlog 1 marque le d\u00e9but du d\u00e9veloppement de The Reaping Company. Ce premier mois a \u00e9t\u00e9 consacr\u00e9 \u00e0 la mise en place de bases solides : d\u00e9finition du cadre narratif, choix d&rsquo;une direction artistique, cr\u00e9ation des premiers personnages en pixel art, conception du gameplay de base et apprentissage du moteur Godot. Ce devlog est ax\u00e9 sur les premi\u00e8res d\u00e9cisions, la structure et les premiers prototypes jouables.<\/p>","protected":false},"author":1,"featured_media":0,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[7],"tags":[],"class_list":["post-227","post","type-post","status-publish","format-standard","hentry","category-devlogs"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v26.8 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>Devlog 1 | Premiers pas pour The Reaping Company !<\/title>\n<meta name=\"robots\" content=\"index, follow, max-snippet:-1, max-image-preview:large, max-video-preview:-1\" \/>\n<link rel=\"canonical\" href=\"https:\/\/notkey.studio\/en\/devlogs\/first-steps-for-the-reaping-company\/\" \/>\n<meta property=\"og:locale\" content=\"en_US\" \/>\n<meta property=\"og:type\" content=\"article\" \/>\n<meta property=\"og:title\" content=\"Devlog 1 | Premiers pas pour The Reaping Company !\" \/>\n<meta property=\"og:description\" content=\"Le Devlog 1 marque le d\u00e9but du d\u00e9veloppement de The Reaping Company. 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