Game Devlog Content Strategy: What to Post and When

Key Takeaways

  • A consistent game devlog content strategy builds an audience of potential players months or years before your game launches — the devlog IS the marketing
  • Post frequency matters more than post quality: 3-4 short updates per week outperform one polished monthly devlog in audience growth by 4-6x
  • Different development stages produce different content — prototyping excels at "wow" mechanic clips, while polish phases generate satisfying before/after comparisons
  • Video devlogs get 5-8x more engagement than written devlogs, but written devlogs rank better in search — do both
  • Bugs, failures, and messy prototypes generate more engagement than polished showcases because audiences connect with the human process
  • Cross-posting the same devlog across YouTube, TikTok, Reddit, and itch.io with platform-specific tweaks multiplies reach without multiplying effort

What Is a Game Devlog Content Strategy and Why Do You Need One?

A game devlog content strategy is a planned approach to documenting and sharing your game development process across platforms, timed to build audience and wishlists before launch. Without a strategy, most devs post sporadically, burn out, and reach launch day with zero built-in audience to sell to.

Here's the harsh truth about indie game marketing in 2026: there are roughly 14,000 games released on Steam every year. The games that break through aren't always the best — they're the ones whose developers built an audience during development. A devlog is how you do that.

I started my first devlog six months before launch and got maybe 200 wishlists from it. For my second game, I started the devlog on day one of prototyping — 18 months before launch — and had 4,000 wishlists by the time I announced a release date. Same marketing budget (zero). Same genre. The only difference was time and consistency.

A devlog isn't just "showing your work." It's a strategic content engine that does several things simultaneously:

  • Builds an audience of people who feel invested in your game's success
  • Generates search traffic for your game and related keywords
  • Creates social proof — when journalists or streamers check your game, a rich devlog history signals legitimacy
  • Forces you to make progress — having an audience expecting updates is surprisingly motivating
  • Produces marketing assets — every devlog clip is a potential social media post, trailer clip, or press kit element

The complete marketing guide covers the full picture, but this post focuses specifically on devlog strategy — what to post, when, and where.

What Are the Best Devlog Formats in 2026?

The three core devlog formats are video devlogs, written devlogs, and social media micro-devlogs. Each reaches different audiences and serves different strategic purposes. The most effective game devlog content strategy uses all three, with video as the primary format and written/social as supporting channels.

Video Devlogs (YouTube, TikTok)

Video devlogs are the highest-engagement format by a significant margin. A 5-10 minute YouTube devlog typically gets 5-8x more engagement (likes, comments, shares) than an equivalent written post. Video lets viewers see your game in motion, hear your voice, and connect with you as a person — all of which build stronger parasocial investment in your game's success.

There are two styles of video devlog:

  • Produced devlogs (5-15 minutes): Narrated, edited, with transitions and music. Think Miziziziz, ThinMatrix, or Jonas Tyroller style. These take 4-10 hours each but build dedicated YouTube audiences.
  • Raw devlogs (1-5 minutes): Minimal editing, screen recordings with voiceover or text captions. Faster to produce and often more authentic-feeling. Better for TikTok and Shorts.

Written Devlogs (Steam, itch.io, blog)

Written devlogs don't get the same immediate engagement as video, but they have two massive advantages: they rank in Google search, and they live permanently on your Steam page. Every Steam devlog you post notifies your existing wishlisters AND creates a historical record that new visitors can browse. Six months of weekly Steam devlogs tells a visitor "this developer is serious and consistent."

Social Media Micro-Devlogs (Twitter, Reddit, Discord)

These are the quick-hit posts: a GIF of a new mechanic, a screenshot comparison, a one-paragraph progress update. They take 5-15 minutes each and keep your game visible between larger devlog releases. Think of these as the connective tissue of your content strategy.

FormatTime to CreateEngagement LevelSEO ValueBest Platform
Produced Video4-10 hoursVery HighMedium (YouTube)YouTube
Raw Video30-90 minHighLowTikTok, Shorts
Written Blog2-4 hoursMediumHigh (Google)Steam, itch.io
Social Micro-Post5-15 minMediumNoneTwitter, Reddit
Screenshot Saturday5-10 minMediumNoneTwitter, Reddit

How Often Should You Post Devlogs?

Post 3-4 pieces of devlog content per week across all platforms combined. This breaks down to roughly one substantial piece (video or written devlog) every 1-2 weeks, supplemented by 2-3 micro-posts (GIFs, screenshots, short clips) on social media throughout the week.

The biggest mistake I see indie devs make with devlogs is waiting until they have "enough" to show. They go silent for a month, then drop a massive update post, then go silent again. This pattern kills audience momentum. Social media algorithms and human attention spans both reward consistency over volume.

Here's a realistic weekly content schedule that takes about 5-6 hours total:

  • Monday: Short social post — what you're working on this week (screenshot + 2-sentence caption). 10 minutes.
  • Wednesday: GIF or 15-second clip of something you built this week. Cross-post to Twitter, Reddit, Discord. 20 minutes.
  • Friday: Longer content — either a 5-minute YouTube devlog or a written Steam devlog. 3-5 hours.
  • Saturday: #ScreenshotSaturday post on Twitter with your best visual from the week. 10 minutes.

The 80/20 rule of devlog content: 80% of your audience growth will come from 20% of your posts — and you can't predict which ones. The viral TikTok that gets you 50K views might be a random bug clip you posted in 5 minutes. Consistency gives you more lottery tickets. Post frequently and don't overthink which posts "deserve" to go live.

One framework that keeps me consistent: every time I sit down to work on my game, I screen-record my session. At the end, I have raw footage I can pull clips from. Even if I don't do a full devlog that week, I can always pull a 10-second GIF from the session recording for a micro-post. Zero extra effort.

What Content Works Best at Each Stage of Game Development?

Each development stage naturally produces different types of compelling content. Prototyping generates "wow, how does that work?" mechanic clips, production fills the content calendar with visible progress, and polish provides satisfying before/after comparisons. Matching your content to your development stage makes devlogging feel effortless rather than forced.

Concept/Pre-Production (High Engagement Potential)

This stage seems like it would be boring to document, but it's actually goldmine territory for audience building. People love watching creative processes:

  • Mood boards and reference image collections
  • Paper prototypes and design sketches
  • Game design document snippets explaining your core idea
  • "Why I'm making this game" story posts (these often go viral because they're personal)
  • Market research breakdowns ("I analyzed 50 games in my genre and here's what I found")

Prototyping (Highest Engagement)

Prototype footage is devlog gold. Mechanics being tested for the first time, janky physics with programmer art, unexpected emergent behavior — all of it performs incredibly well on social media because it's novel and unpredictable:

  • New mechanic demonstrations (even with placeholder art)
  • Physics system tests
  • AI behavior experiments
  • "I tried to make X and this happened instead" clips
  • Rapid iteration comparisons (version 1 → version 5 of the same mechanic)

Production (Consistent Content)

The long middle of development is where most devlogs die because progress feels incremental. The key is framing. Nobody cares about "implemented inventory system." But "watch me build an inventory system in 3 minutes" (timelapse) or "5 design decisions behind our inventory" (educational) reframes the same work as engaging content:

  • Time-lapse development sessions
  • Art creation process videos
  • Level design breakdowns
  • Technical deep-dives (shader tutorials, procedural generation, pathfinding)
  • Weekly progress compilations

Polish/Pre-Launch (Satisfying Content)

Polish content is universally satisfying because before/after comparisons are inherently compelling:

  • Before/after visual comparisons (side-by-side or wipes)
  • Juiciness passes (adding screen shake, particles, sound effects)
  • Performance optimization results
  • Playtester reaction compilations
  • Launch countdown content

How Do You Turn Bugs and Failures Into Content?

Bugs and failures are your highest-performing devlog content. A funny bug clip gets 3-10x more engagement than a polished feature showcase because it's authentic, relatable, and shareable. Record everything, including the broken stuff — especially the broken stuff.

The game dev community on social media has a strong culture of celebrating bugs and failures. The #gamedev hashtag on TikTok is filled with "it wasn't supposed to do that" clips with millions of views. This isn't accidental — people engage with failure content because:

  • It's humanizing — it shows that real people are making the game
  • It's entertaining — broken physics and AI are inherently funny
  • It's relatable — every developer has been there
  • It's shareable — people tag their friends with "lol look at this bug"

Types of bug/failure content that perform well:

  • Physics bugs: Characters stretching, objects flying into space, ragdolls doing unexpected things
  • AI fails: Enemies walking into walls, NPCs having bizarre pathfinding, companions blocking doorways
  • Visual glitches: Missing textures, lighting errors, Z-fighting creating weird visual effects
  • "Nailed it" comparisons: What you intended vs. what actually happened (side-by-side)
  • Bug → Feature stories: Accidental discoveries that became intentional game mechanics

Record your screen during all play-testing sessions. This is the easiest content strategy in existence. Bugs happen naturally — you just need to be recording when they do. OBS running in the background costs you nothing and captures moments you'd never reproduce intentionally. One 30-minute playtest session can generate 5+ social media posts.

A word of caution: bug content gets engagement from a general audience, but not all of those viewers convert to wishlisters. Balance your bug content with intentional showcase content. A good ratio is 1 bug/failure post for every 3-4 progress/feature posts. Use bugs to grow your reach, then use feature showcases to convert that reach into wishlists.

What Does Build-in-Public Mean for Game Developers?

Build-in-public means sharing your full development journey transparently — including revenue numbers, download stats, marketing experiments, and honest challenges — not just polished showcases. This approach builds deep audience trust and loyalty that translates directly into launch-day sales.

The build-in-public movement originated in the SaaS/startup world, but it's become increasingly powerful in indie game dev. The idea is simple: instead of marketing AT your audience, you let them watch you build and grow. They become invested in your journey, not just your product.

What build-in-public looks like for a game dev:

  • Sharing your Steam wishlist count publicly and tracking growth
  • Posting your actual marketing results ("I spent $50 on TikTok ads and got 23 wishlists")
  • Being transparent about development timelines and delays
  • Showing your decision-making process, not just the decisions
  • Discussing financial realities — development costs, revenue expectations, sustainability

This approach isn't for everyone. Some devs are private and that's completely fine. But if you're comfortable with transparency, the audience loyalty it generates is remarkable. People who watch you build for 18 months aren't just customers — they're advocates who will recommend your game to everyone they know.

The community building guide goes deeper on converting devlog followers into an active community, which is the natural next step once your build-in-public content starts gaining traction.

Which Platforms Should You Post Devlogs On?

Post devlogs on YouTube for long-form video, TikTok for short-form discovery, Reddit for community engagement, Steam for wishlist conversion, and itch.io for indie-specific audiences. Each platform serves a different strategic purpose, and cross-posting with minor adjustments multiplies your reach without multiplying your effort.

YouTube

YouTube is where dedicated devlog audiences live. Channels like Miziziziz, ThinMatrix, Brackeys, and dozens of smaller creators have proven that game development content has a hungry audience on YouTube. The algorithm favors consistency and watch time, so weekly or biweekly uploads of 5-15 minute devlogs build momentum over time.

YouTube-specific tips:

  • Thumbnail with your game's art + large text describing the topic
  • First 30 seconds should preview the best moment from the devlog
  • Ask viewers to wishlist in every video (include Steam link in description and pinned comment)
  • Use chapters for longer devlogs so viewers can skip to what interests them

TikTok (and YouTube Shorts and Instagram Reels)

TikTok is the discovery engine. It's where your content reaches people who've never heard of you. Short (15-60 second) clips of interesting mechanics, bugs, or visual moments can reach tens of thousands of viewers organically. The key is native formatting: vertical video, on-screen text, punchy editing.

TikTok-specific tips:

  • Hook in the first second — "I've been making this game for 6 months" with gameplay immediately visible
  • Text overlay is essential — many viewers watch muted
  • Trending sounds can boost reach but aren't required for gamedev content
  • Post 3-5x per week if possible — TikTok rewards volume

Reddit

Reddit is the most engaged community for indie game dev content. Subreddits like r/indiegaming, r/gamedev, r/devblogs, and genre-specific subs (r/roguelikes, r/metroidvania, etc.) have highly relevant audiences. Reddit users are skeptical of marketing but responsive to genuine devlogs.

Reddit-specific tips:

  • Follow each subreddit's self-promotion rules carefully — most allow devlogs if you're an active community member
  • Native video uploads get 3-5x more engagement than YouTube links
  • Engage genuinely in comments — Reddit audiences can smell drive-by marketing
  • Share your process, not just your results

Steam

Steam devlog posts notify every single person who has wishlisted your game. This is the most direct line to your highest-intent audience. Post written devlogs with screenshots and GIFs every 2-4 weeks minimum. These don't need to be long — even 300-500 word updates with 3-4 images keep your wishlisters engaged.

itch.io

itch.io's devlog system is simple but effective, and the platform's audience is specifically indie game enthusiasts. If you have an itch.io page (and you should, especially for demos or free builds), posting devlogs there reaches a highly targeted audience.

PlatformBest Content TypePost FrequencyPrimary Goal
YouTube5-15 min edited devlogsWeekly/BiweeklyBuild dedicated audience
TikTok15-60 sec clips3-5x/weekNew audience discovery
RedditGIFs, clips, written posts1-2x/weekCommunity engagement
SteamWritten devlogs w/ imagesEvery 2-4 weeksWishlist retention
itch.ioWritten devlogsMonthlyIndie audience reach
TwitterGIFs, screenshots, threads3-5x/weekNetwork and visibility
DiscordDaily micro-updatesDailyCore community depth

How Do You Create a Devlog Content Calendar?

A devlog content calendar maps your development milestones to content types and platforms across a weekly and monthly schedule. The key is planning content around what you're already building, not creating extra work — your game development IS your content pipeline.

Here's a template monthly content calendar that you can adapt:

Week 1: Feature Focus

  • Monday: Twitter screenshot of new feature in progress
  • Wednesday: TikTok clip showing the feature in action
  • Friday: YouTube devlog covering the feature's design and implementation
  • Saturday: #ScreenshotSaturday post

Week 2: Process/Behind-the-Scenes

  • Monday: Twitter post about a design decision you're making
  • Wednesday: Reddit post with a GIF showing before/after of something you improved
  • Friday: Steam devlog with progress update and upcoming plans
  • Saturday: #ScreenshotSaturday post

Week 3: Community Engagement

  • Monday: Ask your audience a question ("Which art style do you prefer? A or B?")
  • Wednesday: Share a bug/funny moment clip on TikTok
  • Friday: YouTube devlog or written blog post
  • Saturday: #ScreenshotSaturday post

Week 4: Technical/Educational

  • Monday: Share a development tip or lesson learned
  • Wednesday: TikTok showing a technical challenge and how you solved it
  • Friday: Longer technical devlog (YouTube or written)
  • Saturday: #ScreenshotSaturday post

The pattern repeats monthly, but the specific content changes because your game is constantly evolving. The structure keeps you consistent without requiring creativity for the format — you only need to fill in the specifics.

For video content specifically, having a batch of ideas ready to record saves enormous time. The 50 video ideas post is designed exactly for this — it's a reference list you can pull from whenever your content calendar needs filling.

How Do You Make Devlogs Without Slowing Down Development?

The most efficient devlog strategy records content as a byproduct of development, not a separate activity. Screen-record all work sessions, batch your editing into one session per week, and repurpose every piece of content across multiple platforms. A sustainable devlog shouldn't take more than 4-6 hours per week.

Let's be real: the number one reason devlogs die is that they feel like a second job on top of actually making the game. If your devlog process isn't sustainable, it doesn't matter how good your strategy is — you'll stop within two months.

Here's how I keep devlog production under 5 hours per week:

Step 1: Always be recording (0 extra time)

Start OBS when you sit down to work, stop it when you finish. This costs zero extra time and gives you raw footage for everything else. I keep my recordings in weekly folders and delete them after extracting clips.

Step 2: Flag moments as you work (5 minutes/day)

Keep a simple text file open. When something interesting happens during development — a mechanic works for the first time, a bug looks funny, a visual comes together — jot down the timestamp and a one-line description. This takes 5 seconds per moment and saves hours of scrubbing through footage later.

Step 3: Batch edit once per week (2-3 hours)

Set aside one session per week to pull clips from your flagged moments, edit them into devlog content, and schedule posts. All your social media clips for the week come from this one session. Your YouTube devlog edit happens here too.

Step 4: Write while editing (30-60 minutes)

While your video renders, write your Steam devlog or blog post. You've just been looking at all the week's progress while editing video, so the writing comes easily. Copy the key points, add 2-3 screenshots from your footage, done.

Step 5: Cross-post with platform tweaks (30 minutes)

Take your core content and adapt it for each platform. YouTube devlog → extract the best 30 seconds for TikTok → screenshot + caption for Twitter → longer GIF for Reddit. Same content, different formats, minimal extra effort.

Batch creation is your secret weapon. Instead of making one video at a time, record and flag content all week, then produce everything in one 3-hour editing session. This puts you in "editing mode" once instead of context-switching between development and content creation every day. Tools like Script2Shorts can accelerate this further by batch-generating formatted clips from scripts you write during that single editing session.

What Makes a Devlog Title and Thumbnail That Gets Clicks?

Effective devlog titles combine a specific topic with emotional intrigue — "I rebuilt my combat system from scratch" outperforms "Devlog #14" by 3-5x in click-through rate. Thumbnails should show your game with large, readable text and high-contrast colors that stand out in a YouTube feed.

Title formulas that work for game devlogs:

  • "I [action] my [game element]" — "I completely redesigned my inventory system"
  • "Making [specific thing] in [timeframe]" — "Making a procedural dungeon generator in one week"
  • "Why I [decision]" — "Why I scrapped 3 months of level design"
  • "[Number] things I learned [doing X]" — "5 things I learned from my first playtest"
  • Question format — "Can I make a full boss fight in 48 hours?"

What NOT to title your devlogs:

  • "Devlog #14" — says nothing about the content
  • "Weekly Update" — gives no reason to click
  • "[Game Name] Progress" — only works if people already know your game
  • All caps clickbait — the gamedev community sees through it

For thumbnails, follow these rules:

  1. Include a screenshot or frame from your game (not your face, unless your face IS your brand)
  2. Add 3-5 words of large text summarizing the topic
  3. Use high-contrast colors — your thumbnail must be readable at 160x90 pixels (that's how small it appears in YouTube's sidebar)
  4. Include a visual indicator of progress or change (arrows, before/after split, circled element)

How Do You Grow a Devlog Audience From Zero?

Growing a devlog audience from zero requires posting consistently for 2-3 months before expecting meaningful traction, engaging genuinely in existing communities rather than just self-promoting, and creating content that provides value even to people who never buy your game. Most devlog audiences hit escape velocity around the 20-30 post mark.

The cold start problem is real. Your first devlog video will get 30 views. Your first Reddit post might get 5 upvotes. This is normal and not a signal to stop. Every successful devlog creator I've talked to describes the same pattern: months of posting into the void, then gradual momentum, then one post catches and everything accelerates.

Tactics that actually work for the cold start:

  • Engage in communities first, post second. Spend 2 weeks commenting on other devs' posts, answering questions in r/gamedev, and participating in game dev Discord servers BEFORE sharing your own content. People engage with people they recognize.
  • Find your niche angle. "Indie dev making a game" is generic. "Solo dev building a colony sim with an ant theme using Godot" is specific enough to attract the right audience. The more specific your angle, the more magnetic your content becomes.
  • Participate in events. Screenshot Saturday, game jams, Feedback Friday, Devtober, and other community events put your content in front of existing audiences.
  • Collaborate. Feature other devs in your content, do devlog crossovers, join group devlog channels. Sharing audiences accelerates everyone's growth.
  • Teach something. Tutorials and educational content based on your development experience reach far beyond your game's audience. "How I implemented wall-jumping in Godot" teaches AND showcases your game.

The most important mindset shift: your devlog audience isn't just potential customers for this game. They're your career audience. They'll follow you across multiple games if you build genuine trust. The long game matters more than any single post's performance.

How Do You Handle Devlog Burnout?

Devlog burnout happens when content creation starts feeling like an obligation rather than documentation. Prevent it by batching content production, reducing post frequency before stopping entirely, building a content buffer of 2-3 posts, and remembering that a hiatus with a "going quiet for a month" post is infinitely better than silently disappearing.

I've burned out on devlogs twice. Both times, it was because I let the content tail wag the development dog — I was making decisions about what to work on based on what would make good content, instead of what the game needed. That's a red flag.

Signs you're heading toward devlog burnout:

  • You dread editing more than you enjoy developing
  • You're choosing "flashy" development tasks over important-but-boring ones because of content
  • Your development pace has slowed because content takes too much time
  • You feel guilty when you don't post, even when you made great game progress

Burnout recovery strategies:

  1. Reduce, don't stop. Scale from 4 posts/week to 1. Scale from video to screenshots. A lower-effort presence is always better than going dark.
  2. Announce the break. "Hey everyone, going heads-down on development for the next month. Will be back with a big update." This maintains audience goodwill.
  3. Build a buffer. When you're feeling motivated, produce extra content and schedule it. A 2-3 post buffer means you can take a full week off without your audience noticing.
  4. Simplify your format. If produced devlogs are burning you out, switch to raw clips with text overlay. If even that's too much, post screenshots. The format matters less than the consistency.
  5. Remember your why. Devlogs exist to serve your game's launch, not the other way around. If devlog production is actively hurting development, you have permission to scale back.

How Do You Measure Devlog Success?

Measure devlog success by wishlist growth rate, audience growth across platforms, and engagement rate — not views alone. A devlog video with 500 views and 30 wishlists is more successful than one with 10,000 views and 5 wishlists. Track the metrics that connect to your actual goal: selling your game at launch.

Key metrics to track monthly:

  • Steam wishlists added per month — The north star metric. Everything else supports this.
  • YouTube subscribers — Leading indicator of dedicated audience size
  • Cross-platform followers — Total reach across Twitter, TikTok, Reddit, Discord
  • Engagement rate — Comments and shares matter more than views (engaged viewers convert to buyers)
  • Content-to-wishlist attribution — When possible, track which platforms drive the most wishlists (use UTM links)

Benchmarks for indie game devlogs (these are rough, but give you a target):

  • First 3 months: 100-500 wishlists, 50-200 YouTube subscribers, finding your voice
  • 3-6 months: 500-2,000 wishlists, 200-1,000 subscribers, consistent posting rhythm
  • 6-12 months: 2,000-7,000 wishlists, 1,000-5,000 subscribers, some posts gaining traction
  • 12+ months: 5,000-15,000+ wishlists, established presence, referral traffic from the community

These numbers assume consistent posting and a game with genuine visual/mechanical appeal. If your game is text-heavy, abstract, or in a niche genre, adjust expectations but not effort.

Frequently Asked Questions

Should I start a devlog before I have anything to show?

Yes, as early as possible — even during pre-production. Concept art, design documents, mood boards, market research, and your "why" story all make compelling early devlog content. Starting early gives you the longest possible runway to build audience before launch. The devs who say "I wish I'd started my devlog sooner" outnumber the ones who say "I started too early" by probably 50 to 1.

Do I need to show my face on camera for devlogs?

No. Many successful devlog channels use screen recordings with voiceover only. Some use text captions with no voice at all. Showing your face adds a personal connection that can accelerate audience building, but it's absolutely not required. If being on camera stresses you out, skip it entirely — forced on-camera presence comes across as awkward and hurts more than it helps.

How do I make devlogs for a game that's not visually impressive yet?

Focus on mechanics and process rather than visuals. Show your game systems working, demonstrate unique gameplay interactions, explain your design thinking, and share technical challenges you've solved. Some of the most-watched devlog videos feature programmer art and placeholder visuals — the audience cares about the journey and the ideas, not just the graphics. Before/after comparisons also work great here since they show progress even when the "after" is still rough.

Should I devlog on itch.io if I'm planning a Steam-only release?

Yes. itch.io's devlog audience is highly engaged indie game enthusiasts who are also active on Steam. Posting devlogs there costs almost zero extra effort (you can copy-paste your written devlogs) and reaches an additional audience. Many devs also host early demos or prototypes on itch.io, which drives traffic to their Steam wishlist. There's no downside.

How long should a YouTube devlog video be?

Between 5 and 15 minutes for produced devlogs. Under 5 minutes feels too short for YouTube's algorithm to promote (watch time is a key ranking factor), and over 15 minutes requires exceptionally engaging content to maintain audience retention. The sweet spot for most indie devlog channels is 8-12 minutes. For raw/casual devlogs, 2-5 minutes works fine since they're supplementary content, not your main uploads.

Is it worth devlogging a game jam project?

Absolutely. Game jam devlogs are some of the most popular gamedev content because they have built-in narrative tension (deadline pressure), a clear beginning-middle-end structure, and compressed timelines that make for exciting viewing. Even if you're not continuing the jam game, the devlog builds your personal audience that follows you to your next project. A 48-hour jam compressed into a 10-minute video is inherently engaging content.

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