Participant 6: Hello, it’s Michael from PKO BP. Could you elaborate whether the delay was caused by technical glitches and bugs or whether you weren’t happy with the gameplay. And a related question –you were pretty confident that the April date was good to go and that you would be able to release the game on that date. Did anything unexpected happen or were you just generally unhappy with the state of the game? AK: Hello, Adam Kicinski. There’s technical bugfixing and polishing, but as we’ve said - we have the game. It’s playable; the whole game. It’s been like that for a couple of months. But it’s fairly complex –there are just some glitches, but we’re not talking about some fundamental mechanisms, but with the level of complexity, polishing is just a complex task. It’s about the number of things we have to take care of rather than some fundamental problem. As Micha? said, we are pretty confident with the date. Now we are at a stage of the project where we can measure things and we have all statistics. And the second question was –if I recall –why now? Why three months before release? Well, we have been waiting and there always comes the moment to decision. We are constantly evaluating the game and we decided if we are to delay this is the right moment, and that with the decision to add five months we would be really sure that we can deliver what we had planned. Of course, it was a tough decision, but we and our team –which was informed minutes ago –think that this was a good decision and that having an extra five months will enable us to deliver a perfect game. P6: And is the development team required to put in crunch hours? AK: To some degree, yes –to be honest. We try to limit crunch as much as possible, but it is the final stage. We try to be reasonable in this regard, but yes. Unfortunately.