
James Ashton is building Planet X, a new mobile-first extraction shooter that turns gameplay into a real-world treasure hunt—extract prizes, win physical rewards, and build community-driven competition.
In this episode, we unpack how Gallaxia is structured as an on-chain gaming and entertainment studio co-owned by 50+ top creators (with a combined 200M audience), why “Web3 gaming” as a label misses the point, and how Planet X plans to scale through execution, brand partnerships, and influencer distribution—without paying creators upfront.
Key timestamps
[00:00:00] Intro: Planet X + 200M creator reach [00:01:00] James’ origin story: Web2 fundraising → Web3 via digital ownership
[00:02:00] What Gallaxia is: on-chain studio co-owned by 50+ top creators
[00:04:00] Why Web3: instant revenue distribution + co-ownership model
[00:06:00] Planet X loop: extraction shooter + real-world treasure hunt
[00:08:00] Why it’s different: skill-based prizes, not “incentives to mask boredom”
[00:10:00] Creator distribution: co-owners, not paid influencers
[00:13:00] What makes games win in 2025: clippable + viral + creator-native
[00:17:00] Mobile-first thesis: the real mass market [00:19:00] Biggest challenges: rollout, optimization, scaling correctly
[00:22:00] Monetization: microtransactions + brand advertising + prize economy
[00:25:00] Roadmap: Jan showcases → open beta → launch window
[00:28:00] Ask: community co-ownership + execute the launch
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