But, very much life taught us one lesson; all the crucial elements from the concept to producing the box, physical box, and putting it in the hands of gamers, it has to be controlled by us or it will not be right. Because, I mean, as I just mentioned, you know, sometimes you won't be able to - to put in a letter, or somebody in a pressing plant in Singapore, or - or like your distributor somewhere will decide that, you know, this quality of print is good enough, and it's not. So, we control every single element because at the end, we are responsible in front of the gamer for what they are getting into their hands and I think it is very - very important. Right now, of course, for a lot of people out there, for a lot of developers, digital distribution is changing this a lot, so this whole, sort like a physical retail element, uh, is being removed, but still - and - and this a - a really, really big com - complication for a lot of people. But, still, how do we interact with gamers all around the world? We go, um, to a lot of the, mm, game shows all around the world. We talk to people, we have PR and community people in certain countries. There are not offices, we are not a big, uh, organization. But, we want to make sure that whatever way say, it's translated properly, communicated properly, because - because this is our name, and I think that's - that's, uh, that's crucial. And, really - and as much as I'd like this to be the case, English is not the only language in the world. You know? It'll be much easier, but that's not the case, there's many more. And, sometimes, like, uh, I don’t know, Witcher 1, probably half - half a year after release, we realized, uh, that the Chinese version is total bullocks, so we translated it. So, we've learned this lesson. So, I remember it was Chinese or some other version. But there was - the translation was just terrible, it was done externally by our publishing partner. They didn’t pay attention. Right now this - this will never happen.