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Karawanen facilitate the transfer of goods for players wishing to turn a profit.[2]

Das Karawanen-System ist ein PvP-System in der offenen Welt, das sich um Chancen und Risiken dreht. Karawanen erleichtern den Warentransfer für Spieler, die mit Gütern Gewinn erzielen möchten.[2]

  • Karawanen können nur von Knotenpunkten mit (mindestens) Dorf-Stufe versandt, und in Empfang genommen werden.[5]
  • Karawanen können Güter von mehreren Spielern transportieren.[6]


Es gibt verschiedene Arten von Karawanen in Ashes of Creation.[9][10]

Das Karawanen-System ist ein weiter, sehr großer Teil des Kontenpunkt-Systems. Sie haben den größten Einfluss auf die Aktivität der Wirtschaft und es gibt eine Reihe an verschiedene Arten von Karawanen.[10]Jeffrey Bard

Personal caravans

Caravan speed is affected by caravan components and the type of roading.[11]

There'll be different variants of each of the components, with the wheels for example, would have variants that will excel perhaps at off-road over on-road and vice versa. So right now we have caravans that are set up more for the on-road portion, but you will travel faster over roads, but that obviously comes with the increased risk of running into other players or monsters that are blocking the road.[11]Chris Justo

Personal caravans of different tiers deployed outside the Winstead node in Alpha-2. 3D models by Hal Anderson.[12]

Personal caravans (also referred to as Self-directed/player-driven caravans) are utilized by players to transport cargo across Verra. These are land-based and water-based (raft caravans) that a single player drives and directs.[13][14][15][16][17][9]

  • Caravan drivers receive a significant defensive buff while they are driving a caravan. This reduces CC effects and increases damage mitigation significantly.[22]
  • The caravan owner is able to grant permissions to allow other players to drive their caravans. If these permissions are not activated by the owner then anyone can drive their caravans. If the caravan driver is killed or otherwise removed from the caravan then any player will be able to drive the caravan for a period of 15 to 20 minutes before the caravan despawns and becomes a wreckage.[22]
    • A caravan will persist in the world for a period of 5 to 10 minutes from the time its owner logs out or is disconnected from the server.[23]
  • Caravans have collision, so other players could jump on the caravan while it is being driven.[22]
    • Players or mounts trying to block caravans will be pushed out of the way.[24][25]

Raft caravans

Alpha-2 raft caravan in the Riverlands biome.[26]

Caravans are capable of transitioning from land to raft caravans. So if you start out as a land-based Caravan and you move to the coast and you want to move into the water there's gonna be a little transition period there; it's gonna be a little construction site: You're not gonna have to do anything it's just gonna be a timer right so that you can't quickly move between land and water. It's gonna be probably in the matter of a minute to two minutes. There's a little bit of vulnerability in that regard.[17]Steven Sharif

Raft caravans (also referred to as Naval caravans) allow the transportation of cargo over the water.[27][28][18][21]

Mayoral caravans

Mayoral caravans (also referred to as Trade caravans) are launched by Bürgermeister to obtain needed resources from other nodes.[32][33][10]

  • Players can participate in helping to defend the caravan if they wish.[33]
Mayors who need certain resources that either they don't have enough of, or that they're prospectively investing in: they will initiate a mayor request, and any node that sees that request on the mayoral caravan drop-down menu will have an opportunity to attempt to fulfill the trade request. In order to fulfill a trade request, a node must have a certain level of relationship with that requesting node. At a minimum it has to be a trade agreement relationship; and then there's a limited number of those trade relationships that you can have; and that scales up to eventually alliance perspective. And then, once the node requesting mayor accepts a potential fill order, then a system spawned caravan is generated and the transit is completed. Players can participate in helping to defend that or not.[33]Steven Sharif

System driven caravans

System driven caravans (also referred to as Quest driven caravans) are system spawned caravans that are used for trade routes between nodes.[33][10][9]

info-orange.pngEinige der folgenden Informationen wurden nicht kürzlich von den Entwicklern bestätigt und befinden sich möglicherweise nicht auf der aktuellen Entwicklungs-Roadmap.
  • These are initiated by players with a diverse choice of routes and launch windows, making them difficult to zerg.[35]
  • Initiating a caravan from one node to another will create a PvP objective that players will need to defend while it moves along its chosen route to the selected destination.[2]
  • Roads will upgrade as nodes advance. Different roads will dictate the speed and type of caravan required (off road vs on road).[36]
The caravan system is designed to be initiated by the player. Which means, information of the caravans launch time and route, should be a closely guarded secret. Routes will also be diverse, and the world is large, so it might behoove you to scout the route ahead before a launch. Fast travel in our game is also limited, which means unless the guild had knowledge of your plans before hand, it is likely that they will be unable to organize and travel to a location. As far as mass guilds securing trade routes, there is always a bigger fish in the pond. Also caravans will have limitations on carrying capacity and launch windows that will segment mulitiple caravans by several minutes, which would space out the caravans, making it difficult to "zerg" a defense.[35]Steven Sharif


A caravansary (also known as caravanserai) is a default service building that comes pre-built with every node (of Dorf (Stufe 3) or higher). This is where caravans are constructed, prepared for launch, and are unloaded.[14][37][39][40][18][19]

  • Caravan drivers will see a visible perimeter around nodes that represent a disembarkation radius, which is similar to the deployment line. When a caravan crosses this line it will no longer be able to be attacked.[43][18] Guard NPCs spawning to escort the caravan to the node's caravansary was not shown on the latest caravan preview.[18]
As you approach cities, caravansaries will confer a radius around the node; and that radius will be something visual to you in the world as you're approaching another node; and you will see a line- a disembark line where when you cross that line you've reached the safety zone; and that line cross is outside of the node in a similar distance, but also based on caravansary upgrades, that the placement of the caravan at launch is; and so you only have to make it to that line, and once you do the events surrounding the caravan and the ability to attack that caravan stops and it gets auto-moved into the caravansary. Guards will start to materialize around it. They'll grab the reins of the horse and begin to move the caravan slowly to the caravansary and now you've reached a pit stop; and at that pit stop this can either be your final destination or you can relaunch it again. You don't have to stop at nodes along the way to your destination. If you want to keep going you can keep going: You want to cross rivers, you can cross rivers. You want to go out into the ocean with a little raft caravan, you can do that too; and you can go to a destination and you can stop there and unload there. But if you're running into trouble, if you're under assault, if you're a near attack and there's a node nearby with a caravansary that you can stop at, you can start directing the caravan towards that node and all you got to do is make it to that finish line outside of the node; and when you do the caravan auto will move towards caravansary.[18]Steven Sharif
  • Caravan insurance will not be provided as an in-game system.[45] Previously it was stated that insurance was able to be purchased from a caravansary prior to the launch of a caravan.[18][19]

Caravan construction

Zertifikate, um eine Karawane zu erstellen, werden von bestimmten NPCs innerhalb einer Node, oder an gewissen Sehenswürdigkeiten ausgestellt. Diese Zertifikate enthalten mehrere Komponenten:[42]

Karawanen-Komponenten von Handwerkern haben Stats, die von dem Können des jeweiligen Fachhandwerkers bestimmt werden.[42]

Caravan cargo

Caravan with 2x5 cargo inventory capacity.[48]

Cargo is the official name of supplies that are transited by caravans and ships.[15]Steven Sharif

Cargo refers to crates that are transported by caravan, ship, or mules.[49][15]

There are... three primary methods by which caravans transit the world. The first is when players are moving commodities. The second is when players are moving materials and resources, and that's to your question. That's relevant because materials and resources across the world are unique to the geographic region in which they are produced or which they spawn, and crafting stations are located at certain nodes, and nodes specialize the types of crafting stations that they can have; so the transit of those materials across the world is a necessary component of keeping the economy alive; and where there is a demand there will be a supply. So that's with regards to the second reason for transiting caravans. The third is when mayors and system generated caravans transit the world. This is for nodes to acquire certain types of node commodities or node resources that they need to initiate public Work projects and to initiate construction projects.[51]Steven Sharif
  • Cargo stays on the caravan (or ship) until it is unloaded.[55]
When you land a caravan it doesn't automatically flood the node's cargo with the stuff that was on your caravan. It stays on the caravan as additional cargo storage.[55]John Collins
  • Caravan speed is currently not affected by the weight of the cargo being transported.[56]

Caravan capacity

Komponenten für Karawanen affect the available inventory capacity of a caravan.[69][14]

If you're a solo player and you don't intend on transiting a lot of materials at once, you may not need the large cargo capacity, but instead you want the faster speed because you intend to outrun any potential adversaries that you might face on the roads. That is a viable strategic option for you when constructing your caravan. In addition, you saw that there are a number of different abilities that caravans can be equipped with based on the loadout of the components that you have for your caravan that is also going to influence how you interact with PvP and potential adversaries.[70]Steven Sharif
Item Icon Source Rarity
Reinforced Chassis Reinforced Chassis T5.png Caravan masters Episch
Wooden Chasis Wooden Chasis.png Caravan masters Common

Initiating caravans

Caravan initiation in Ashes of Creation may refer to:

PvE Caravan events

PvE Caravan events can cause roadways to be blocked off or hostile mobs to spawn to attack the caravan.[73][74]

  • Obstacles may present barriers on roads that players must remove or bypass to allow transit of goods.[73][75][76]
When you're traveling with a caravan, there are events that can trigger as a result of you being there with a caravan, that can either block your way or spawn things to attack your caravan and require you to make decisions about how you want to proceed; whether you turn around and go somewhere else or you find a path off-road: all with different kinds of dangers associated with them.[73]Chris Justo


Karawanen erzeugen eine offene PvP-Zone, welche Spieler für den Kampf markiert (lila).[78]

  • Durch eine Benutzeroberfläche können Spieler auswählen, ob sie die Karawane angreifen, verteidigen oder ignorieren möchten.[79][80]
  • Um eine Karawane erfolgreich anzugreifen, wird eine Gruppe benötigt.[4][46]
  • Die Karawane bleibt für einen Zeitraum von 5 bis 10 Minuten in der Welt, sollte sich ihr Besitzer abmelden oder die Verbindung zum Server trennen.[23]

Highwayman system

A highwayman system tracks a player's performance in caravan PvP.[70][81][82][83]

The caravan defender role is going to have its own progression questing and rewards associated with it that are going to attract a certain subset of players and then vice-versa wise we're going to have incentives that appeal to the more highway brigand type players; and you might not always be on one side or the other: that might change depending on what your interests are in the at the time. But obviously those types of systems need to have robust consequential type rewards and benefits associated with them in order to compel the player; and that's something obviously we're going to test in alphas and betas and see how performant it is in actually attracting players to participate and make sure it's not just one-sided so-to-speak.[83]Steven Sharif
Q: Talk to me a little bit about the intended interaction of hunting caravans. What does mean? Can you progress in that? Can you identify these caravans from a distance? Is it intended to be diegetic or is it aided with mini-map?
A: Hunting a caravan is tending to be a lot more diegetic: You plant spies in other guilds, you build your information network in the world of Verra through whatever means you can. Now, there is progression paths involved with attacking and defending a caravan that can aid you in doing so, either with better equipment for it, faster ways to open crates, more yield from crates, and if you're a defender better components for your caravans, stuff like that.[84]John Collins

Zerstörung der Karawane

Wenn eine Karawane zerstört wird (ein Wrack wird), lässt sie einen Teil der Waren fallen, die sie transportiert hat.[4][85][86]

  • Es können auch Karawanen-Komponenten fallen gelassen werden, wenn die Karawane zerstört wird. Handelt es sich um höherwertige Komponenten, können diese vom Besitzer der Karawane, oder von anderen Spielern geborgen & wiederverwertet werden.[87]
  • Für schwere Güter lassen Karawanen Zertifikate fallen, welche bei der Ausgangs-Node für einen Teil der Güter eingetauscht werden können.[88][86]

The caravan becomes a wreckage upon destruction and that wreckage is an interfaceable item that players can come up to and they can receive certificates for a portion of the goods inside the caravan. Now the idea with that certificate is that it must be taken back to the point of origin, or at least a region within that point of origin. We'll see about that last part because there's a few things I want to test in the Alpha from a gameability standpoint. The reason why for this is because what might happen is you may have some type of collaboration within a guild to game that system. Hey I'm gonna reach this caravan just to the border of the region and then we're all destroy it, collect the goods and take it to that region's warehouse; and have to skip out on the last half of the way. So it must successfully reach its destination before the goods can be considered a part of that region.[86]Steven Sharif


Bürgermeisterkarawane die von einem Bürgermeister ins Leben gerufen wurde um eine Handelsroute mit einer anderen Node einzurichten. [10]

Zum Beispiel: Diese Node hier drüben könnte Zugriff auf Baumwolle als Ressource haben, und wenn diese Node diese Baumwolle verarbeitet, könnte es sich um eine sehr schöne Art von Leinen handeln, auf die nur diese Node oder sehr selten Nodes Zugriff haben würden. Wenn ihr also eine Handelsroute eröffnez, bringt eure Vorräte mit, die der Bürgermeister angefordert hat, weil er versucht, eine bestimmte Art von Dienstleistungsgebäude zu bauen, oder weil er versucht, einen Bauplan freizuschalten, auf den er jetzt Zugriff hat , um eure Node aufzubauen.[89]Steven Sharif

Handelsrouten in Ashes of Creation beziehen sich auf:

  • Roads für den Transport von Gütern über das Karawanensystem.[90]
    Ihr habt vielleicht einen Bergpass und im Winter ist dieser Bergpass immer geschlossen und so ändern sich die Handelsrouten auf dem Land mit Karawanen und das ist etwas, das nicht nur auf zyklischer Ebene existieren kann, sondern auch dynamisch basierend auf Spieleraktivitäten. [90]
Aus diplomatischer Sicht die Möglichkeit für den Bürgermeister oder die Bürger, NPC-Handelsrouten zwischen Nodes als Handelsabkommen oder als diplomatischen Prozess einzurichten.[89]Steven Sharif


Road blocked by an environmental hazard due to a caravan event in Alpha-2.[73]

Our road system in-game is essentially driven by pre-placed routes that lead to this main artery of what was once the ancient highway system of Verra; and from there there are roads that become exposed when nodes advance; and we call those veins. They come off the main artery and then as nodes advance there are points of interest as Jeff was discussing earlier. These POIs that exist around the world and some of them share coverage with multiple nodes, but depending on which node advances to the stage that activates the point of interest it'll create these capillary roads so to speak that then stem off of the node itself. So you go from the main artery ancient road that's large- that runs through different zones and whatnot- and that breaks down into the veins that lead to the specific encampments and villages and towns that then spawn off separate capillaries that lead to the points of interest in these areas that are hunting grounds. Those are not exposed initially and they come online as players advance the world.[93]Steven Sharif

Roads adjusting to adjacent node progression.[94]

As nodes advance, these pre-laid road spots that exist connecting every possible route between certain node structures is going to adjust and adapt, both its material presentation, the type of roadwork that's present: It'll move from dirt road type, to perhaps a brick road, to perhaps some super ornate beautiful metropolis style road that will adjust around the world according to how these node structures begin to populate and advance.[94]Steven Sharif

Roads in Verra are both pre-generated and player influenced.[93]

  • The largest roads are referred to as arteries. These are remnants of what was once the ancient highway system of Verra.[93]
  • As nodes advance smaller roads, referred to as veins, connect the arteries to the nodes.[93]
  • Depending on the stages of node advancement, capillary roads will stem off the node to connect to points of interest.[93]
  • Roads or pathways are not worn into the landscape by repeated traffic over the same area.[93]
  • The quality, safety, and maximum transportation speed of roads is influenced by node building upgrades, policies, relics, and the level of nearby nodes.[95][28][36]
Q: Could you upgrade roads in the node to upgrade the roads and speeds of caravans?
A: Absolutely. So that buff that you saw is a buff that can be changed in the world based on the world state. Some of those world state interactions include certain types of relics that the nodes which govern your area might have access to and might be actively employing. Some of it might have to do with policies: You might be able to extend the guard influences across the road radius further out for certain nodes if you have certain policies. You might be able to enhance and empower those guards through itemization choices that are granted by building upgrades that the node selects to build.[95]Steven Sharif

Different seasons and events may affect access to various roads.[75][74][96][76]

  • Pathways that are open during summer may be closed during winter.[75][76]
  • Seasonal affects may cause obstacles or blockages to the transit of goods via caravan.[75][74][96][97]
  • Caravan events can cause roadways to be blocked off or hostile mobs to spawn to attack the caravan.[73][74]
    • Obstacles may present barriers on roads that players must remove or bypass to allow transit of goods.[73][75][76]
  • Water turning to ice in winter, enabling players to walk over the water but blocking access to what is underneath.[76]
    • Ice will make roads bumpy and slippery.[98]

Unterreich routes will open or close dynamically (based on node states).[99]

  • The location of Underrealm entrances throughout the world is focused around natural geographic choke-points that exist above ground. This provides alternate subterranean routes that can be used by caravans, raids, and other player activities.[100][99]
  • Not all entrances to the Underrealm will be open at the same time. This can shift dynamically (based on node states) that cause different routes to open up, which may be more or less advantageous than other routes.[99]

Komponenten für Karawanen can be utilized to improve on-road or off-road speeds of caravans.[11]

You will travel faster over roads, but that obviously comes with the increased risk of running into other players or monsters that are blocking the road.[11]Chris Justo

Grundbesitz may not be placed in close proximity to roads.[101]

Handwerkliche Lieferkette

AshesOfCreation Screenshot 009.jpg

Artisans within Ashes of Creation must choose a path in their artisan skill tree. This inter-dependency establishes a supply chain from raw materials to finished product.[102][103] Each stage of the chain may require caravans to transport goods from one artisan to another.[104]

  1. Obtaining raw materials:[105]
  2. Refining the raw materials with the Verarbeitung profession.[103]
  3. Handwerkskunst the finished product using its crafting recipe.[103]

As a crafter you're going to want to know where certain recipes can be fulfilled; which nodes have the capability of creating what you've processed material that you've gathered for; and then you're going to want to plan out your route to either transit the goods there or make sure that you're situated in the area so that you can go out collect and build in that area as well. So there's a lot of planning that's going to be necessary.[108]Steven Sharif

Caravan skins

Karawanen-Skins ("Verschönere meine Karawane") können durch den Echtgeld-Shop (Kosmetik-Shop) erworben werden.[109]

  • Der Skin verändert das Aussehen eines Reittiers und einer Karawane, die miteinander verbunden sind.[110][111]
  • Die Reittier- und Karawanen-Teile eines Skins können nicht separat voneinander verwendet werden.[110][111]

You'll need your own creature and caravan hooked up to each other, and then the caravan cosmetic skin goes over all of them to make it look like what's pictured. you're not able to split out separately that caravan mount skin, hence why you'd want the separate mount skin if you wanted to ride it independently.[110]Sarah Flanagan


Community guides

Siehe auch


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  93. 93.0 93.1 93.2 93.3 93.4 93.5 Liveübertragung, 2021-01-29 (1:13:04).
  94. 94.0 94.1 Liveübertragung, 2022-01-28 (33:25).
  95. 95.0 95.1 Liveübertragung, 2023-10-31 (1:16:34).
  96. 96.0 96.1 Liveübertragung, 2020-06-26 (1:29:06).
  97. Our immersive world - Environments.
  98. frosty-roads.png
  99. 99.0 99.1 99.2 Liveübertragung, 2020-10-30 (1:19:13).
  100. Liveübertragung, 2022-08-26 (53:26).
  101. Liveübertragung, 2017-05-19 (32:23).
  102. Interview, 2020-07-20 (20:17).
  103. 103.0 103.1 103.2 103.3 Liveübertragung, 2017-05-10 (8:22).
  104. Liveübertragung, 2017-05-10 (6:12).
  105. 105.0 105.1 105.2 105.3 105.4 Liveübertragung, 2017-05-08 (20:41).
  106. Liveübertragung, 2017-07-18 (38:30).
  107. Liveübertragung, 2017-05-26 (26:00).
  108. Interview, 2018-05-11 (24:18).
  109. Pimp your caravan.jpg
  110. 110.0 110.1 110.2 toast-caravan-skins.png
  111. 111.0 111.1 margaret-caravan-skins.png