That's um - it's pretty - the story and the dialogue of the games is usually changing the whole entire project. Uh, I find that typically at DrinkBox, we're pretty ambitious up front with what our story's going to be, and - and then in the end, it's something usually much more simplified because we find - like, we'll bring a demo to the - to E3 for example, and we'll see no one's reading the dialogue. They get to the dialogue and they're just, like, skipping it anyway. So, why don't we just simplify the story, simplify the dialogue. But usually, there's, like, a - there's a high level skeleton that's put in place at the very start of the project or the game, and it's - that's kind of stuck too. Um, with Guacamelee, it was, uh, this evil charro skeleton has kidnapped El Presidente's daughter. She's your love and you have to try and save her. And that's kind of, like, the high level for that game, and that never changed for the duration of the project. But all the little details in between that, they are - they're usually changing a lot during the course of the project.