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Vibecoding has made it possible to create a cheap rip off of a video game in just a few hours.#Features #AI #Games


AI Made Cloning Games Easier Than Ever


Freya Holmér's had this idea in her head for a long time—Tetris, but the whole board rotates. The game developer and Unity tool maker started making the idea real and built out a prototype. Holmér posted a 50-second clip of it to social media in mid-March and asked: "Is this anything?" It was, according to the people who responded. The posts got hundreds of replies from people desperate for a playable version.

"You can watch [the gameplay] happen and you understand the full extent of it, while still seeing the complexity and interesting parts of it," Holmér told 404 Media. "Most people know about Tetris, so you can shortcut all those concepts—it's a visually compelling concept—and you get the idea very quickly."

Freya Holmér (@freya.bsky.social)
been feeling kinda stressed lately so I made a little prototype is this anything
Bluesky SocialFreya Holmér


It was a promising response for a commercial game developer that quickly turned unsettling. Within days, someone responded to her post with a vibecoded version of Holmér's prototype: "This can be built into a game by tomorrow." Another popped up in mobile app stores. Holmér said she saw up to four vibecoded versions of her prototype. Generative AI has made the work of plagiarizing an idea a lot simpler. A person vibecoding a game doesn't need any programming or design experience. They input ideas and instructions into a generative AI application and it writes the code and builds out the user interface. The vibecoder can tweak the game in conversation with the generative AI program until it suits their needs. As you might expect, the process doesn't necessarily produce elegant results.

The two vibecoded versions of Holmér's game, for instance, lack the finesse of her carefully crafted animations. There's a story behind every decision she made. That may not be true for the vibecoded versions of the game. Charlie Greenman, who told 404 Media he saw Holmer's idea on social media and wanted to do a spin on her prototype, said it took him several prompts and roughly a day to make his version, Rotris. Greenman said he doesn't think there are any ethical concerns with what he did. "I really can care less about the game," he said. "No one was interested."


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"I feel like I had this brand new creation," Greenman said. "When it gets to that point, is one song copying another? Is one game copying another? Whoever created Blox, Jenga, is that a copy of Tetris?"

404 Media reached out to the developer of another copycat, Blockfall, which also popped up within days of Holmér's post, but did not receive a response.

"It disincentives me from [posting about my work,]" Holmér said. "You get this anxiety anytime you post anything, someone is going to come in to finish it for you and then monetize it and steal the whole concept. It used to be the case that this stuff took a look of effort [to steal], because it requires skill and skillful execution and effort and knowledge. But now with AI, there's a general devaluing of skill and knowledge."

Papers, Please developer Lucas Pope expressed a similar sentiment on the Mike & Rami Are Still Here podcast in April—that he doesn’t feel comfortable sharing much about what he’s working on publicly, lest it gets “slurped by AI” and copied by someone else.

There's always been some risk of sharing ideas and concepts too early on social media; grifters looking to swipe ideas have always been around. Holmér's experience with generative AI clones of her game idea is just exacerbating a dupe industry that's pervasive on digital video game marketplaces. As video game companies both big and small compete for attention in a culture that's kept the same five games, like Fortnite and Grand Theft Auto 5, on the most-played lists for years, some companies are forgoing original ideas entirely, opting instead to co-opt anything popular or trending to make a quick buck. These sorts of schemes are prolific on the App Store and Google Play Stores, but are behind much of the slop on console digital stores, too.

It's big business. Several companies have had huge success flooding the market with knockoffs designed to confuse players looking for games to play. One strategy for these clone developers is taking a popular console or PC game and publishing a clone on mobile app stores—often before a developer has been able to make a port themselves. It's been massively successful for studios like Voodoo, a French mobile game maker that's been accused several times of making copycat games. 404 Media reached out to Voodoo for comment, but did not hear back. In 2018, Voodoo received a reported $200 million from Goldman Sachs, and in 2020, Tencent became a minority stakeholder valuing the company at a whopping $1.4 billion. Voodoo both makes and publishes mobile games, often low effort free-to-play games that generate money through ads.

"The incentives and the infrastructure is built to encourage this kind of overproduction"


In 2018, game developer Ben Esposito accused the company of copying Donut County, which was unreleased at the time. Voodoo's version, Hole.io, reached the top of app store charts. It remains one of Voodoo's most popular games. Several other indie games have seemingly been cloned by Voodoo, too. Ironically, Voodoo doesn't want other game developers aping their clone games; it sued another mobile giant, Rollic Games, in a French court and won. The court found that Rollic Games' Wood Shop, in which players carve a spinning block of wood, copied Voodoo's Woodturning. The important piece of this story is, however, that Rollic Games was released before Voodoo's. Its copying accusations were related to an update Wood Shop made to their game.

Copycat and clone games have proliferated since, and generative AI is only making the problem worse.

"We shouldn't be surprised that people are using AI to do this kind of thing, because the incentives and the infrastructure is built to encourage this kind of overproduction," University of Wisconsin-Madison professor of media and cultural studies Jeremy Morris told 404 Media. "This is a problem that's existed for as long as these platforms existed, so I don't think AI creates something new here. It just amplifies the amount that people can do."

Moldova-based Midnight Works is one company flooding console and mobile digital storefronts with clone games that players quickly deem scams. Founded by Cătălin Țiței and Roman Gaina in 2015, according to an archived version of the Midnight Works website, Midnight Works created apps before entering the games market in 2017. Since then, Midnight Works has grown to employ 300 people, per an archived version of its website. (The website now only hosts a landing page with almost no information.) . "Midnight.Works is a visionary game development and publishing company that thrives on nurturing creativity and innovation within the gaming industry," the company said, according to an archived version of the website. "Our diverse and passionate team is dedicated to collaborating with both burgeoning and accomplished game creators to bring unique, engaging gaming experiences to players across the globe."

Midnight Works claimed that 80 percent of the games it publishes pass $1 million in revenue, while 15 percent make over $100,000. The remaining five percent, it said, "don't achieve significant milestones."

A Moldovan game developer close to the company, told 404 Media that Midnight Works is "one of the largest" game developers in Moldova. Its big success was acquiring Hashiriya Drifter, a popular mobile racing game, from an external game developer. "[It] became their flagship project and, from what I know, the main financial foundation that allowed the company to grow," the developer said. 404 Media granted this developer anonymity so they could speak freely about Midnight Works.

"I found out my game was suddenly being sold by someone else."


Luke Wild, a YouTube creator who investigated Midnight Works in a series on his channel, told 404 Media that he believes the company is a "massive global scam." Wild started looking into the company while playing through slop games on the Nintendo Switch eShop on YouTube. (Midnight Works retaliated against him, Wild said, by demanding employees to report his videos," he claimed.) He noticed that a lot of the games he was playing were coming from a small pool of developers that all seemed to stem from Midnight Works. He spent years documenting the connections between the slop factories. Each of these studios uploaded the same games, maybe with slightly different titles. If a game got removed from a digital storefront, it'd get uploaded later under a different developer or publisher. Most of the games, Wild said, are simulator games—because they're easy to create a template for—that copy whatever the algorithm is favoring. When TCG Card Shop Simulator, from OPNeon Games, was released into early access in 2024, for instance, Midnight Works released its own, Card Shop Game Store Simulator, months later. (The Nintendo Switch store page for this game is listed as being made/published by VRCForge Studios, but a game with the same name and key art is listed as being published byThe Midnight—with Midnight Works email addresses—on the Microsoft Store.)

"Midnight doesn't have the best reputation, and unfortunately that already affects how people perceive other studios from our country as well," he said.

Midnight Works has not responded to multiple requests for comment.

Sometimes, Midnight Works' and studios in what Wild calls Midnight Works' "Web of Deceit" directly copy games, down to the source code and assets. One developer, who goes by the name Steelkrill Studio online, told 404 Media that his found footage horror game The Backrooms 1998 was stolen almost in its entirety. "I never imagined something like that would happen," Steelkrill Studio said. "The wildest part is that I only discovered it because someone commented on one of my videos accusing me of re-releasing the same game myself, which is how I found out my game was suddenly being sold by someone else."

The Backrooms 1998 is a found footage horror game published in 2025. It’s played through the lens of a camcorder’s viewfinder. One of the unique pieces of the game is the implementation of the player’s actual microphone—the monsters can hear breathing and other sounds. It’s Steelkrill Studio’s own take on the backrooms genre, which was born of creepy storytelling on forums like Reddit, like Kane Parsons’ 2026 film Backrooms. There are a lot of other backrooms-inspired games, the most popular of which is Escape the Backrooms.

Steelskrill Studio thinks Midnight Works used a decompiler to take the source code. Looking through the files, he found that most everything matched his game. "It even had my personal videos when I was younger and family VHS tapes that I had included in my game [that] were still present in their stolen version," he said.

The stolen version of The Backrooms 1998 was taken off the console storefronts, and that publisher, Cool Devs, has seemingly been banned. 404 Media has reached out to Nintendo, Sony, and Microsoft to confirm the reason for the removal and subsequent bans, but didn’t hear back.But its games now appear on the Nintendo Switch eShop and other storefronts once again, sometimes under different publisher names. The Bad Parents, an egregious copy of Bad Parenting, published originally by Cool Devs is now listed on the Nintendo store by TrueMotion Interactive—a studio that's published and is still selling near exact copies of Peak, Supermarket Simulator, and Bodycam.

A former Midnight Works employee, who asked for anonymity, told 404 Media that the studios' "long-established" scheme was to recreate a trending game and make a "stripped down clone" in a few months—just give it a similar name and style, sometimes using assets ripped from the original games. "All of this was done in the hope of confusing buyers so that they would purchase our awful knockoff instead of the original," the former employee said. The former employee said that generative AI was used "at every step" to speed up development: "Literally from banners and screenshots to UI and 3D models," they said.

Once a game is ready to be published on digital storefronts like the Nintendo eShop or PlayStation Store, the company blasts its game name and page with keywords in an attempt to beat the algorithm. "A lot of the optimization for game developers was similar to the way it was for early stages of music and podcasts, which is keyword stuffing," Morris said of general clone game tactics. "It's the basic kind of search engine optimization, at the discovery level." Another strategy, Morris said, is constant updates. It's one of those things that Morris called "algorithmic imaginaries," or myths about how these platform algorithms work. "One of the big ones is that the more frequently you update your app, the more often it would look like it was new and would get recommended more," he said. "One example I point to is the Bible app, and there's a Bible app that's updated every 12 days. I thought it was funny because it's a text that obviously is not changing."

Game sellers and app stores are incentivized to have a lot of content to sell; they get a cut of everything purchased there. Many have policies about copies and clones, but complicating that is determining what is a copy or clone. In the case of The Backrooms 1998, it's seemingly an easy decision to take the game off the store for violating copycat policies. Attorney Michael Wang, who researched Chinese copycat games, told 404 Media that developers and publishers can't copyright or patent ideas. If exact technology and assets are stolen, that's fairly cut and dry. But ideas that are similar—even really similar—are often fair game.

Where does inspiration stop and copying begin? Without PUBG Battlegrounds, there would be no Fortnite. And without the classic Japanese film Battle Royale, there would be no PUBG Battlegrounds. It's a question that's come up a lot in games. In 2014, a firestorm of controversy: Italian game developer Gabriele Cirulli was accused of copying indie game Threes! with his own game, 2048. Threes!, by game makers Asher Vollmer, Jimmy Hinson, and Greg Wohlwend, was released in 2014 and had success on the App Store. Then the clones came. One of those was 1024, which was also released on the App Store shortly after Threes! Cirulli's 2048, which he said was inspired by 1024, became the biggest of them all.

Cirulli, 19-years-old at the time, told 404 Media he saw a game called 2048 on a forum he posted to, based on another game called 1024. "I had no commercial intentions so I just started coding up my own version of the game," Cirulli said. He wanted to challenge himself to create an algorithm for a game like this. He struggled with it and almost gave up. He posted a finished version of the game, playable in a browser, to the forum. Someone saw it there and posted it to Hacker News, where it blew up. Thousands and thousands of people started playing it. Within days, a company called Ketchapp created a mobile version of 2048, called it 2028, and published it on the App Store. (That's the version that's generated millions of dollars in revenue per month, per reports. Ketchapp, like Voodoo, has been accused of egregiously copying other games. Ubisoft acquired the company in 2016. Cirulli said the only gripe he has with Ketchapp is that its version of 2048 has bugs that let you cheat. He's since released a commercial version of the game that's never quite reached Ketchapp's level of success.)

Then the accusations started. "I didn't publish 2048 with the intention of going virtual, nor did I expect that I would," Cirulli said. "At the time, I felt much more insecure with my place in the world and about myself as a professional. It was very difficult to deal with, and it affected me pretty deeply, even from an emotional perspective. It challenged my perspective of myself, meaning I was asking myself, Am I the bad guy in this scenario? Am I doing something unethical or bad?"

He's no longer interested in litigating the ethics of it all. But he would do something differently: "I think the only thing I would change is my mental health aspects, relating to the amount of stress it cost me," Cirulli said. "I think that was entirely optional."

He continued: "I still have that strong drive to build things that will affect people's lives in some small way, so that hasn't gone away. It gave me a lot of perspective and I feel very privileged to have had that opportunity."

Like Cirulli, software engineer Vittorio Romeo was inspired by a game he loved, Super Hexagon, to create his own version. He played Super Hexagon on his phone, "even during lessons at school," he said. Super Hexagon didn't have a PC version. So he tried to make one using the programming language he was learning, C++. "I did manage to replicate the game mechanics quite quickly and have a working version, obviously not as polished or well-crafted as the original, and it was doing the job," he told 404 Media. The mistake, he said, was releasing his free, open-source version of the game on PC before Super Hexagon developer Terry Cavanagh did.

"I never really wanted to compete with the original," he said. "I wanted it to be, like, we're fans of the original. We love the mechanics. We have played the original a lot, and we want more. I wanted to build a platform where people can iterate over the ideas the original had and build on top of it."

But unlike Cirulli's situation, Super Hexagon creator Cavanaghsaid he was "basically alright with [Open Hexagon,]" though a little upset it was released before Super Hexagon came to PC. As an open source game, Romeo didn't make money from Open Hexagon at the start, but he put it on Valve's Steam platform in 2021. It costs $4.99 to purchase, so Romeo does make a little bit of money from it. But more importantly, he said, is that the Steam Workshop lets players more easily create new levels. "That's been going on and people are still adding levels to this day," Romeo said. "There's a small community that is still developing content."

It's absolutely a different sort of clone than the likes of Midnight Works, which seems to be motivated not by admiration or learning but by profit. The end products, too, are certainly more high quality than the big budget slop machines that churn out more and more low quality clones.

At the platform level, companies like Nintendo are seemingly making changes to its digital store not necessary to moderate what shows up on the store, but to push down the slop games to the margins. Nintendo now forces the Best Sellers section to rank games by revenue and not total downloads. Ranking by downloads was a problem because these low effort games are often extremely cheap. People are willing to give something a try for $2 or less, so they sell a lot. Still, the cat-and-mouse game is on across every platform that sells games.

Holmér, whose Tetris-like is also an iteration, is still working on the game. She's got a lot of design decisions to make. What's the scoring system? Is there a failstate? Does she make it feel more like a toy? How do blocks clear? Does she share more about its development online?

"Most things right now have a pretty short life cycle when it comes to attention online," Holmér said. "The attention on that video I posted has tapered off to the point where I feel a lot more calm. In the very beginning, that first week, just every day there was a new AI clone. I was like, OK, well fuck me, I guess. But there's way less engagement, and I feel more in the clear to take my time to actually make something right, something good I can be proud of, and not just get it out there as soon as possible."


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Celebrities like George Clooney have praised the expensive Katalyst suit. For me, it derailed my other exercises and made me reassess my obsession with fitness and efficiency.#Features #health


I Bought the $3,000 Fitness Suit That Electrocutes You. I’m Sending It Back


Putting on the $3,000 Katalyst suit is like sliding around with an electric eel. First you lay out the vest, shorts, and arm straps (on a towel if you don’t want to make a mess) and spray their electrode pads with a lot of water. “More water is better,” Katalyst’s CEO Brendan Kennedy told me. You then clip the vest and shorts together, creating a single, dripping suit. After wrapping those around your body and zipping up, you put on the arm straps and connect them to the main suit with a pair of delicate cables. You slip a battery pack into a pocket near your thigh, snap its magnetic plugs to the vests and shorts, and you’re ready to work out, soaking wet and maybe cold if you took too long to assemble the contraption.

The pitch is that Katalyst will essentially supercharge your workouts. The suit electrocutes your muscles while you do basic movements alongside a virtual instructor in the accompanying app. Think lunges, squats, and the movement of a deadlift. You can get the equivalent of a 2 hour strength session in just 20 minutes, Katalyst says. George Clooney has praised the suit, telling Esquire “my arms are twice the size they’ve ever been. It’s crazy.” Bloomberg Businessweek has covered the suit too, writing, “here’s the thing: The Katalyst suit worked.”

I already own a bunch of exercise and wellness tech, from smart swimming goggles to the Oura ring. I often plan my workout time as efficiently as I can. That’s one reason why my main form of exercise is rowing, which uses a lot of muscles at once, and why I sometimes wear resistance gloves during swimming to squeeze out as much benefit as possible. So, as a tool that promised super-efficient sessions even if the price tag is obviously insane, I really wanted to like Katalyst. I thought it might be the secret to finally branching out from rowing and swimming to more strength-focused routines.

But it wasn’t. It gave me pins and needles in my feet for days at a time and made my limbs numb and cold, derailed my other workouts, and it simply wasn’t fun in the way good and long-lasting exercise habits ideally should be. Instead, slipping into the $3,000 cyber suit for around a month made me reassess my obsession with fitness, optimization, and efficiency. It made me consider which of those concepts were actually helping me, and which were ultimately holding me back. What the fuck am I even doing? I eventually thought to myself, dripping water all over my apartment floor.

I wasn’t the only one. “Legit you are the craziest person I know,” 404 Media’s Emanuel Maiberg said after I sent a photo of the soaking wet suit to our group chat. They compared me to an Infinite Jest character, with Sam Cole saying “we’re laughing IRL over here.” Jason Koebler added: “As your friends and colleagues and cofounders. This is not normal. The bit has gone too far.”


Images: 404 Media.

Katalyst is an electro muscle stimulation, or EMS, suit. The pads send electrical pulses that make your muscles contract. At first, as the suit and app ramp you into a workout, the pulses feel like a light tingling sensation. Then, a solid block of electricity across your arms, legs, and abs. You wet the pads, and sometimes the base layer of shorts and a long-sleeve t-shirt, because the water helps conductivity between the electrode and your skin, Katalyst says.

“That was absolutely insane,” I texted the rest of 404 Media after my first workout.

At some points, your limbs may lock in place due to the intensity of the blast. I tweaked my settings so I could complete the movements fully and with a good amount of difficulty and resistance, while not completing locking my legs or arms out. The app encourages and makes this easy to do: during a workout there are buttons in the app you can quickly press to increase or turn down the intensity of the pulses. The instructor in the pre-recorded video will often bring up the power during the workout to reach an electrocuting crescendo. It can take a few of the recommended three or so workouts a week to find your ideal baseline.
playlist.megaphone.fm?p=TBIEA2…
Katalyst’s instructors recommend you breathe out while the suit pulses. You perform a squat, or a lunge, or another movement for four seconds while the suit shocks you. Then you rest for four seconds. You keep doing that through different motions and intensities. In 20 minutes, the workout is over.

This timesave is obviously the big attraction of the Katalyst; the idea that you can somehow squeeze hours of work into mere minutes without even leaving your home. “I'd been trying to go back to the gym a dozen times over the preceding 2-3 years with no luck. The time savings/mental ease of EMS training really is a blessing,” AustinAfter40, a YouTuber who makes EMS-related videos, told me in an email. Within the first few months of getting an EMS suit in 2023, Austin says he gained 10 pounds of muscle. In the years since that’s gone up to 20 pounds, without, Austin says, really touching anything heavier than a 15lb dumbbell. “My bone density has increased significantly, body fat has lowered, and back pain I've dealt with much of my life is now a distant memory,” he says.



Images: 404 Media.

If you scroll the Katalyst subreddit, you find many people saying much the same thing. But navigating the world of EMS can feel like the Wild West. Austin makes money from his EMS-related videos with affiliate links, so viewers need to keep that in mind when watching whatever suit he is currently making videos about even if the information is sincere and helpful (he has since moved onto TitanBody, a Katalyst competitor). The intensity and metrics of EMS suits are not standardized, so you don’t really know what you’re getting. An intensity rating of, say, 200 on a Katalyst is probably not going to be the same on a TitanBody suit. Or a VisionBody suit. Or any of the other EMS suit companies that have clearly bought Google Search ad space when you look for anything EMS-related.

Katalyst is FDA-cleared. That is not the same as FDA-approved. The Katalyst suit falls into Class II of the FDA’s different groups for devices, putting it in the moderate risk category. Being cleared means Katalyst can sell the suit, but the FDA is not saying everyone should slip it on.

On the Katalyst subreddit, people have historically complained about the company’s customer service or suit delivery times (the customer service was very good for me, with a dedicated Zoom call to talk through the issues I was facing). Kennedy, through his company Mont y Mer, acquired Katalyst in 2025. He said the previous CEO and Katalyst’s founder, Bjoern Woltermann, had “essentially bankrupted the company twice in six years,” and had taken orders and payment from more than 1,000 customers but hadn’t created any suits. Kennedy said he then went around the world meeting with different suppliers to produce those original 1,000 suits. For me, it took around five months for my suit to arrive when I ordered it in 2025. Kennedy said Katalyst has inventory now and has “sort of solved that problem.” Woltermann acknowledged a request for comment but did not provide a response in time for publication.

Beyond the anecdotal, the science suggests EMS suits can work. Professor Yong-Seok Jee at Hanseo University, who has researched EMS, told me in an email that while athletes often use EMS to target specific muscle groups, he says the suits can also help normal people. Like me, presumably. “For non-athletes or the general population, EMS can be particularly useful as a time-efficient and low-impact training option, especially for beginners, older adults, or individuals with limited mobility,” he continued.

But EMS is not some magic tool you can use instead of actually working out and exercising normally. “That said, EMS is not a shortcut or replacement for exercise. Its effectiveness depends heavily on appropriate intensity, supervision, and program design, and there are safety considerations (e.g., avoiding excessive stimulation),” Jee said.

Casey Johnston, who runs the lifting-focused newsletter She’s a Beast and author of A Physical Education, told me in an email Katalyst is “definitely in no way a replacement or even effective complement to strength training.”

“If anything, similar to the drag suit argument, wearing a thing like the Katalyst would probably hamper your ability to effectively learn strength training movements and form, which is a huge cornerstone of translating strength to real life, before it would be additive in any meaningful way with, I can't put enough quotes, ‘muscle stimulation,’ or whatever term they use,” she added.

“This suit looks like the biggest scam I’ve ever seen,” Johnston wrote. She pointed to the Relaxacisor, a device from 1949 that blasted your abs with electrical pulses. “This thing is no different, and equally scammy,” Johnston said.


Screenshots of the app.

I didn’t want to replace my current exercise regime of rowing and swimming five or six times a week with the Katalyst. I wanted to slot it in. I’ve repeatedly injured myself with various strength routines, to the point where I’ve had to do physical therapy and had medical procedures done, so I wanted Katalyst to supplement my existing exercise and get more strength in there. That didn’t work.

First, obviously, you ache after blasting yourself with electricity. So much so that you (wisely) need to rest, but also so much so that you can’t then row or swim, even at a lower level. So I found myself not doing the two forms of exercise I love and get great joy from and which have drastically improved my health over the years.

Next, I started to essentially injure myself with the suit. I often got pins and needles in my hands and feet. One of the instructors in the app said pins and needles in your hands can happen and should go away quickly. But mine would last for hours, and my feet multiple days. Then my limbs would feel numb and I would be incredibly cold, so much I would start sneezing. Kennedy told me getting pins and needles for this long was “extremely abnormal.” I took his advice of wetting the pads even more, and even the base layer you put on. I also did some workouts without the arms turned on at all. That stopped the issue with my hands at least.

But it still wasn’t working for me, mentally. It made me think what was I even doing this for. To be efficient for efficiency’s sake?

There is something lost when you favor efficiency above all else. You lose the joy of just moving in a way that feels good. You lose embracing the process of exercise itself when trying to make the time spent as short as possible. You lose sight of your actual goal with exercise, which for me is to keep active and healthy, not get insanely jacked. You lose that state of everything fading away, your mind clearing, endorphins flowing, and nothing else existing but your body moving without you even thinking about it. What runners call the runners’ high, or what I get in rowing when I’m on a longer workout. Maybe some people do get that or feel good with EMS suits. The in-app instructors said you might. I know I didn’t get it with Katalyst.


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