Which Fortnite maps are making real money now?
SUMMARY
The Fortnite maps making real money now are the ones combining very large daily engagement with repeatable gameplay, strong retention and, increasingly, in-island purchases. Star Wars Droid Tycoon, GO UP FOR BRAINROTS, STEAL THE BRAINROT, PILLARS, GO GOATED!, 1V1 WITH EVERY GUN and The Pit are among the clearest current examples.
The market is already large enough to support serious companies. Epic paid creators $352 million in 2024, 58 creators earned more than $1 million that year and seven earned more than $10 million.
The interesting change is that the biggest current engagement is no longer concentrated in classic PvP maps. Progression-heavy tycoons and collection games can now generate more daily player-hours than some of Fortnite Creative’s most famous combat islands.
Long sessions are doing a lot of the work. Star Wars Droid Tycoon and GO UP FOR BRAINROTS recently averaged more than two hours of play per daily user, which means a map can reach huge engagement without needing the largest audience in Fortnite.
Brainrot maps are not winning just because of the meme. The strongest ones wrap the trend inside collection, scarcity, upgrading, rebirths, events and persistent progress, which makes the underlying business model look much closer to a Roblox-style live game than a disposable Fortnite novelty.
PILLARS shows the opposite route can work too. Its concept is almost absurdly simple, but the loop starts immediately, is easy to understand and lets other players create most of the variety.
The old PvP giants still matter because durability is valuable. GO GOATED!, The Pit, CRAZY RED VS BLUE and 1V1 WITH EVERY GUN have accumulated years of play and continue to draw six-figure daily audiences despite constant competition from new islands.
In-island purchases strengthen the advantage of persistent games. A player who comes back every week has more reasons to buy a boost, item or upgrade than someone who finishes a one-off experience and leaves.
Public playtime can show commercial scale, but it cannot reveal exact island revenue. Fortnite’s engagement payouts depend on player value, acquisition, retention and other factors, so two maps with the same player-hours can earn very different amounts.
The clearest commercial proof goes beyond engagement charts: The Pit was acquired by Gaijin Entertainment in a multi-million-dollar transaction. That is direct evidence that a Fortnite island can become an asset with standalone market value.
The opportunity is real but extremely concentrated. Tens of thousands of creators publish Fortnite experiences, while only a small fraction reach six-figure or seven-figure annual payouts.
The strongest pattern across today’s winners is straightforward: give players something meaningful to do immediately, keep the loop rewarding for the next 20 minutes or two hours, and build enough progression, social competition or habit that they want to come back tomorrow.
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Get the full database →Are Fortnite maps actually making serious money now?
Yes. Fortnite maps are currently generating enough money to create millionaire developers, professional studios and game assets valuable enough to be acquired by established publishers.
Epic paid Fortnite creators $352 million in 2024, up 11% when comparing the March-to-December periods with the previous year. Players spent 5.23 billion hours in creator-made experiences, equivalent to 36.5% of all Fortnite playtime.
The money at the top was already substantial. Epic's payout distribution showed 58 creators earning more than $1 million during 2024, including seven above $10 million. Around 70,000 creators were active that year, so those million-dollar outcomes were rare, but they were very real.
The market has kept developing since then. Epic now says third-party Fortnite developers have received more than $1 billion in total, and creators can earn through both engagement payouts and direct purchases inside their islands.
So when we ask which Fortnite maps are making real money today, we are looking at a mature creator economy with hundreds of millions of dollars moving through it, rather than a side program paying creators small bonuses.
Why can't we simply rank Fortnite maps by revenue?
Exact Fortnite map revenue is private, so there is no trustworthy public leaderboard showing that Star Wars Droid Tycoon earned $X while GO GOATED! earned $Y last month.
Epic gives each creator detailed payout estimates inside Creator Portal, but those figures are private to the publisher. Public trackers such as Fortnite.GG can see players, sessions, playtime, retention, favorites and other engagement data. They cannot see the final payout.
That distinction has become even more important lately because Fortnite does not pay a fixed amount per player or per hour. Epic places 40% of eligible Fortnite net revenue into the engagement payout pool, then allocates it using several measures of player value.
The formula has also evolved. Epic now puts substantial weight on bringing new or lapsed players into Fortnite, rewards island-specific retention and uses signals such as direct links and searches when attributing acquisition. Parts of the calculation are tied to players who have previously spent money on Fortnite.
Two islands producing 300,000 player-hours can therefore earn very different engagement payouts.
Direct purchases create another gap. An island with its own purchasable items can earn additional V-Bucks revenue on top of its engagement payout.
We cannot honestly name Fortnite's highest-grossing island from public information. We can get surprisingly close to identifying the group of maps operating at serious commercial scale.
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GET THE FULL DATABASE → $49Which Fortnite maps look like the biggest money makers right now?
The strongest current candidates include Star Wars Droid Tycoon, GO UP FOR BRAINROTS, STEAL THE BRAINROT, PILLARS, GO GOATED!, 1V1 WITH EVERY GUN and The Pit.
This list looks different from what we would have produced a year ago.
Fortnite.GG's current tracking shows Star Wars Droid Tycoon attracting about 189,000 unique players in 24 hours with average daily playtime above two hours per player. That works out to roughly 414,000 player-hours.
GO UP FOR BRAINROTS is at roughly 408,000 player-hours from about 184,000 users. STEAL THE BRAINROT produces around 350,000 hours, while PILLARS gets to roughly 339,000 through a much larger audience playing shorter sessions.
Those numbers currently put several newer progression games ahead of famous PvP maps on daily attention. GO GOATED! still generates about 220,000 player-hours in the same snapshot, while 1V1 WITH EVERY GUN comes in around 184,000.
PvP remains enormous, but progression-heavy games have clearly joined the top tier.
| Fortnite map | Recent 24h unique players | Average playtime | Approx. 24h player-hours |
|---|---|---|---|
| Star Wars Droid Tycoon | ~189,000 | ~131 min | ~414,000 |
| GO UP FOR BRAINROTS | ~184,000 | ~133 min | ~408,000 |
| STEAL THE BRAINROT | ~370,000 | ~57 min | ~350,000 |
| PILLARS | ~535,000 | ~38 min | ~339,000 |
| GO GOATED! Zone Wars | ~456,000 | ~29 min | ~220,000 |
| 1V1 WITH EVERY GUN | ~324,000 | ~34 min | ~184,000 |
| The Pit | ~254,000 | ~29 min | ~123,000 |
Can we estimate how much these Fortnite maps are making?
We can estimate the scale of the opportunity, although turning public playtime into a precise Fortnite payout would be misleading.
Epic paid $352 million against 5.23 billion hours of creator-made playtime in 2024. Across the whole ecosystem, that works out to roughly 6.7 cents of creator payouts for every player-hour.
Fortnite does not actually pay 6.7 cents per hour. The calculation mixes thousands of islands with very different audiences, acquisition performance, retention and monetization. Epic has also changed the formula since that period.
Still, it gives us a useful ruler.
If Star Wars Droid Tycoon's current 414,000 daily player-hours were sustained for 30 days and happened to monetize at that old ecosystem-wide average, the equivalent would be around $836,000 for the month. GO UP FOR BRAINROTS would land near $823,000, STEAL THE BRAINROT around $707,000 and PILLARS roughly $684,000.
Those figures should never be presented as their actual revenue. We do not know their real payouts.
They do show why describing these games as small creator projects no longer makes much sense. A map holding hundreds of thousands of player-hours every day is operating inside a creator economy that already pays dozens of developers more than $1 million a year.
| Fortnite map | Approx. daily player-hours | Monthly equivalent at 2024 ecosystem average* |
|---|---|---|
| Star Wars Droid Tycoon | ~414,000 | ~$836,000 |
| GO UP FOR BRAINROTS | ~408,000 | ~$823,000 |
| STEAL THE BRAINROT | ~350,000 | ~$707,000 |
| PILLARS | ~339,000 | ~$684,000 |
| GO GOATED! Zone Wars | ~220,000 | ~$445,000 |
| 1V1 WITH EVERY GUN | ~184,000 | ~$371,000 |
*A scale comparison derived from Epic's 2024 total creator payouts divided by creator playtime. It is not an estimate of each island's actual payout.
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STEAL WHAT WORKS → $49Are Fortnite tycoon maps beating PvP maps now?
Some Fortnite tycoon and progression maps are currently beating the biggest PvP islands on total daily playtime, which is a meaningful shift.
Star Wars Droid Tycoon is the clearest example. Fortnite.GG recently measured about 414,000 hours of play in 24 hours. GO UP FOR BRAINROTS was around 408,000 and STEAL THE BRAINROT around 350,000.
For comparison, GO GOATED! was around 220,000 hours and 1V1 WITH EVERY GUN around 184,000 in the same current ranking snapshot.
Tycoons achieve those numbers differently. Their audience may be smaller, but individual players can stay for extraordinarily long periods.
Star Wars Droid Tycoon recently averaged around 131 minutes of play per unique user. GO UP FOR BRAINROTS was around 133 minutes. Even the older Custom Cars Tycoon, whose audience has fallen sharply from its peak, recently averaged about 38 minutes.
That changes the economics. A creator does not necessarily need half a million people every day when 150,000 to 200,000 users are playing for two hours each and returning regularly.
The best tycoons increasingly resemble persistent games with collections, upgrades, currencies, rebirth systems, live events and purchasable boosts. That structure is proving extremely effective inside today's Fortnite economy.
Why is Star Wars Droid Tycoon so strong right now?
Star Wars Droid Tycoon currently has one of the best engagement profiles we found anywhere in Fortnite Creative.
The map launched in 2026 and has already accumulated roughly 4.7 billion minutes of play and more than 870,000 favorites. Fortnite.GG recently measured about 189,000 unique daily players generating approximately 414,000 hours.
The remarkable figure is retention.
Recent tracking showed roughly 60% day-one retention and 59% day-seven retention. Average playtime was about 131 minutes, while an individual session averaged close to an hour.
Those are exceptional numbers for a Fortnite creator experience.
The design gives players several reasons to come back. They build a droid operation, collect blueprints, unlock droids, earn credits and expand over time. The map has also been updated aggressively, reaching more than 140 published versions within its first year.
Star Wars Droid Tycoon already supports in-island transactions as well. Fortnite.GG lists purchases such as Starter Pack, VIP Pack, Companion Pack, Luck Boost and Crafting Boost.
It is a pretty clear picture of what a high-end Fortnite business looks like now: recognizable IP, long sessions, persistent progression, very strong retention and direct monetization running together.
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STEAL WHAT WORKS → $49How big is Fortnite's Brainrot map boom?
Brainrot games are currently producing some of the strongest engagement numbers in Fortnite, with GO UP FOR BRAINROTS and STEAL THE BRAINROT alone generating roughly three-quarters of a million player-hours per day.
STEAL THE BRAINROT has become the larger long-term franchise. Since launching in 2025, Fortnite.GG has tracked roughly 31.6 billion minutes of play, 6.1 million favorites and an all-time concurrent-player peak above one million.
The map still attracts around 370,000 unique players in a recent day, with approximately 40% day-one retention and 44% day-seven retention.
GO UP FOR BRAINROTS is newer and currently even more intense on a per-player basis. Around 184,000 daily users recently averaged more than two hours of play, producing approximately 408,000 player-hours.
Both maps are built around collection, scarcity, upgrading, progression and recurring events. Both also support in-island transactions.
The useful insight goes beyond the Brainrot theme itself. Trends can pull enormous numbers into Fortnite, but the maps converting that trend into sustained play use the same mechanics that already work across Roblox-style games: collecting, upgrading, rebirths, rare items and persistent progress.
Copying the meme will not reproduce those economics by itself.
Are old Fortnite PvP maps still making serious money?
Yes. GO GOATED!, 1V1 WITH EVERY GUN, The Pit and CRAZY RED VS BLUE remain some of Fortnite's strongest commercial-looking islands even while newer progression games grab more attention.
Their longevity is extraordinary.
GO GOATED! launched in 2021 and has accumulated around 33.5 billion minutes of tracked play. The Pit dates back to 2020 and sits near 31.8 billion. CRAZY RED VS BLUE has roughly 27.4 billion, while 1V1 WITH EVERY GUN has reached about 15.7 billion.
All four still attract six-figure daily audiences.
1V1 WITH EVERY GUN recently brought in about 324,000 unique players in one day and 184,000 player-hours. GO GOATED! reached roughly 456,000 players and 220,000 hours. The Pit drew around 254,000 players, years after its original release.
These maps also keep changing. 1V1 WITH EVERY GUN had already reached version 696 in its latest Fortnite.GG update history and was updated again recently. The Pit has accumulated hundreds of versions. CRAZY RED VS BLUE continually adds weapons and systems.
Years of repetition have turned these islands into familiar pieces of Fortnite. Players already know their names, know what they will get and can return without learning another game.
For creators, that kind of habit is extremely valuable.
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Get the full database →Did PILLARS prove a simple new Fortnite map can still break through?
Yes. PILLARS has become one of Fortnite's biggest creator-made games despite using an extremely simple concept.
The Hive map launched in 2026. Players stand on pillars, receive a random item every six seconds and try to be the last survivor.
That is essentially the whole pitch.
Yet Fortnite.GG has already tracked around 3.1 billion minutes and nearly one million favorites. A recent day brought roughly 535,000 unique players, more than almost every other creator-made game currently near the top of Fortnite.
Average playtime of about 38 minutes puts daily engagement near 339,000 hours.
PILLARS weakens the argument that creators now need increasingly elaborate UEFN productions to compete. The game communicates itself in seconds and immediately starts producing unpredictable interactions between players.
Hive already had another major Fortnite hit with 1V1 WITH EVERY GUN, so distribution and creator recognition likely help. Even so, reaching billions of minutes within months shows that genuinely new hits can still enter a market dominated by older islands.
The bar looks much more like a compelling repeatable loop than technical complexity.
Why do simple Fortnite maps keep making so much money?
Simple Fortnite maps repeatedly win because they waste almost none of the player's time before something fun happens.
Consider the loops behind several of the largest games.
GO GOATED! moves players rapidly into a Zone Wars fight. The Pit gives them weapons and an arena. PILLARS hands everybody unpredictable items every few seconds. STEAL THE BRAINROT immediately creates collecting and stealing decisions. Star Wars Droid Tycoon begins a progression ladder that keeps opening new goals.
Each loop is easy to understand. Players quickly know what to do next.
Social competition then creates most of the variety. The developer does not need to handcraft a completely new sequence every time somebody returns because other players, random items, different weapons or progression choices change what happens.
Production polish can help an island attract attention, particularly when it carries a famous IP. We found very little evidence that visual ambition alone produces top-tier engagement.
The commercial maps that keep appearing near the top give players frequent decisions, rewards or fights and make repeating the experience feel natural.
A beautiful environment with a weak loop can empty quickly. A crude arena with an excellent loop can survive for years.
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GET THE FULL DATABASE → $49Is The Pit still one of Fortnite's most valuable maps?
Yes. The Pit remains unusually important because its long-running player base became valuable enough for another gaming company to acquire the island.
Geerzy originally released The Pit in 2020. The main island has since accumulated around 31.8 billion tracked minutes and 15.8 million favorites.
The audience remains large today. Fortnite.GG recently recorded roughly 254,000 unique users over 24 hours, and another recent snapshot showed day-one retention around 30%.
The stronger proof arrived outside the player charts.
Gaijin Entertainment acquired The Pit from Geerzy in 2025. Taylor Wessing, which advised on the deal, described it as a first-of-its-kind transaction involving a major Fortnite Creative island.
The purchase price was private, so claims online assigning an exact sale value to The Pit should be treated cautiously.
The transaction itself tells us plenty. A Fortnite island can accumulate enough players, brand recognition and future cash-flow potential for an established publisher to buy it as an asset.
That pushes Fortnite maps well beyond the old idea of user-generated levels made mainly for exposure.
Do in-island purchases change which Fortnite maps can make the most money?
Absolutely. In-island purchases give persistent Fortnite games a second way to monetize the same loyal player base, and the current revenue split makes the opportunity especially attractive.
Epic currently distributes engagement payouts from a pool funded with 40% of eligible Fortnite net revenue.
Creators can separately sell items and offers inside their islands. Epic's normal developer share is 50% of the V-Bucks value of those sales, but the company is temporarily paying developers 100% through January 31, 2027.
Many major islands have already moved.
Star Wars Droid Tycoon sells packs and boosts. GO UP FOR BRAINROTS and STEAL THE BRAINROT support transactions inside progression systems. The Pit offers a seven-day gem multiplier. 1V1 WITH EVERY GUN contains a growing catalog of special items. CRAZY RED VS BLUE also offers custom weapons and utilities.
This favors maps where players have something worth preserving or improving. A player who returns every week has far more reason to buy a boost, cosmetic, special item or persistent upgrade than someone completing a one-off experience.
The result is a stronger business model for maps built around progression, identity and long-term play.
Creators can earn from the player's engagement and then earn again when part of that audience chooses to spend.
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Get the full database →Does Fortnite Discover still decide which creators get rich?
Discover can still make or break a launch, but the largest Fortnite maps increasingly have enough history and recognition to generate demand beyond one temporary placement.
The old incumbents show why.
GO GOATED!, The Pit and 1V1 WITH EVERY GUN have survived years of Discover changes. They have accumulated millions of favorites, recognizable names and audiences that already understand what they offer.
Epic has also changed its payout system to reward creators for bringing people into Fortnite themselves. The company now considers signals such as direct links, searches and first-day play patterns when attributing new or returning players.
That gives creators a financial reason to promote games through TikTok, YouTube, Discord and other external channels.
A Discover feature can still produce an enormous initial burst. The difficult part comes afterward.
Maps become valuable when the burst turns into searches, favorites, returning players and eventually direct purchases.
The current winners generally have several of those mechanisms working at once.
Are Fortnite horror and story maps making comparable money?
Some Fortnite horror games clearly make serious money, although the category usually produces less daily engagement than today's biggest tycoons and PvP maps.
Murder Mystery shows how large a non-traditional combat experience can become.
GoodGamers released the map in 2023, and Fortnite.GG has since tracked about 10.9 billion minutes and four million favorites. The island is still updated frequently and supports in-island purchases.
A recent day brought roughly 104,000 unique players averaging about 56 minutes each. That is close to 97,000 player-hours.
Those numbers would be exceptional for most games. They simply sit below Star Wars Droid Tycoon at roughly 414,000 daily hours or STEAL THE BRAINROT at around 350,000.
Horror also has a tougher content problem. A scripted scare or puzzle becomes familiar once players have seen it. Multiplayer deduction games such as Murder Mystery handle this better because other players change each round.
So yes, there is a real business in horror, especially when social or replayable mechanics are involved. The very top of the current market still leans toward games that can generate hundreds of hours from the same player over time.
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GET THE FULL DATABASE → $49Are most Fortnite creators making real money?
No. Fortnite supports some extremely lucrative maps, while the typical creator remains far away from the million-dollar outcomes that attract attention online.
Epic reported around 70,000 creators building for Fortnite in 2024 and nearly 200,000 islands published during the year.
Only 12,909 creators earned at least $100. The number fell to 5,358 above $1,000, 1,728 above $10,000 and 418 above $100,000.
At the very top, 58 creators exceeded $1 million and seven exceeded $10 million.
Those thresholds reveal a steep power law. Tens of thousands of people build for Fortnite, thousands make some money, hundreds reach a genuinely large business and a tiny group captures extraordinary payouts.
The supply of islands also keeps rising, so publishing another Red vs Blue, tycoon or 1v1 map offers no guarantee that Fortnite will send players to it.
For example, new maps closely copying the "1V1 WITH EVERY GUN" concept have launched recently and attracted almost nobody while Hive's established original still draws hundreds of thousands of daily users.
The opportunity is real, but so is the concentration.
| 2024 creator earnings threshold | Number of creators |
|---|---|
| $100+ | 12,909 |
| $1,000+ | 5,358 |
| $10,000+ | 1,728 |
| $100,000+ | 418 |
| $1 million+ | 58 |
| $10 million+ | 7 |
So which Fortnite maps are making real money now?
The clearest money-making Fortnite maps today are progression-heavy tycoons such as Star Wars Droid Tycoon, GO UP FOR BRAINROTS and STEAL THE BRAINROT, alongside huge repeatable PvP and party games such as PILLARS, GO GOATED!, 1V1 WITH EVERY GUN, The Pit and CRAZY RED VS BLUE.
The balance has shifted.
The older PvP giants still generate enormous and unusually durable audiences. Several have accumulated 15 billion to more than 30 billion minutes across multiple years, and The Pit has even been acquired by an established game publisher.
Yet the strongest current engagement we found comes from newer progression games.
Star Wars Droid Tycoon and GO UP FOR BRAINROTS are each producing more than 400,000 player-hours in a recent day. STEAL THE BRAINROT sits around 350,000. PILLARS reaches roughly 339,000 with a completely different, much simpler multiplayer loop.
Those numbers exceed the recent daily playtime of several classic PvP giants.
In-island transactions strengthen the trend. Progression games naturally give repeat users things to collect, upgrade and buy, while Epic is currently giving developers 100% of the V-Bucks value attributed to those transactions during its promotional period.
The common thread across today's winners is easy to see. They give players a reason to do something within seconds, another reason to stay for the next 20 minutes and a reason to come back tomorrow.
Sometimes that means fighting. Sometimes it means stealing a Brainrot, collecting a Star Wars droid or surviving on a pillar.
That is where the real Fortnite money is flowing now: toward maps that turn a simple repeatable idea into hundreds of thousands of player-hours every day, then keep updating it long enough for that attention to become a business.
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The question behind this analysis sounds simple — which Fortnite maps are making real money now? — but individual island payouts are private, so the answer has to come from several different types of evidence rather than one public revenue leaderboard.
We broke the question into six dimensions: current scale, depth of engagement, retention, monetization potential, durability and outside evidence of commercial value. For current scale, we prioritized recent unique players, minutes played and average playtime, and converted comparable 24-hour data into player-hours where useful.
We then separated current momentum from long-term durability. Recent performance tells us what is strong now, while accumulated play, favorites, years of activity and continued updating show whether an island has built something closer to a franchise than a temporary spike.
Retention and session length were treated as separate evidence because two islands with the same audience can behave very differently commercially. Long sessions, repeat play and strong D1/D7 retention can indicate that a map is holding attention rather than simply catching a short-lived burst.
Monetization was also treated separately. We checked whether leading islands support in-island purchases and examined those mechanics alongside Epic's engagement-payout system, but we did not assume that the presence of purchases means a particular revenue level.
Because private island payouts cannot be reconstructed from public engagement data, we did not create a fictional revenue ranking. The 2024 ratio between Epic's total creator payouts and total creator-made playtime is used only as a scale benchmark, not as an island-specific payout rate.
We also compared different gameplay loops — progression and tycoon games, repeatable PvP, party games and horror — to see where the strongest current engagement is concentrated. The goal was not to force every island into a rigid genre label, but to understand which mechanics appear to support repeat play.
Finally, we looked for evidence outside the player charts. The acquisition of The Pit matters because it shows that a Fortnite island can become a valuable standalone asset, not just a popular piece of user-generated content.
Key sources include Epic's Fortnite Ecosystem 2024 Year in Review, Epic's Fortnite Data API documentation, Epic's Data API launch note, Epic's engagement payout documentation, Epic's account-level monetization documentation, the Fortnite Developer Program FAQs, Epic's in-island transactions overview, and Epic's in-island transactions announcement.
For individual experiences, we used official Fortnite island pages for Star Wars Droid Tycoon, GO UP FOR BRAINROTS, STEAL THE BRAINROT, PILLARS, 1V1 WITH EVERY GUN, GO GOATED! Zone Wars, The Pit and Murder Mystery. We also used Epic's Star Wars games announcement, Epic's Discover Q&A and Epic's 2026 Discover changes.
For the sale of The Pit, we relied on Gaijin Entertainment's acquisition announcement and Taylor Wessing's transaction note. Those sources provide direct market evidence that a major Fortnite Creative island can be acquired as a commercial asset.
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