@antyodarbom
If Hamster Kombat’s airdrop was a campus event, it’d be the one that sold out then disappointed everyone. The impact on the game ecosystem: user activity exploded—155M monthly active users, 69M Telegram subscribers, and exchanges fighting over HMSTR listings. But post-airdrop, activity crashed. The airdrop’s problem? 60% of total tokens (600B!) split among 1.31B users—average $3. Players who spent 4-5 hours a day got $3.50, which is less than a coffee. The ecosystem’s “play-to-earn” model got roasted, and retention was abysmal. The only good thing? It proved Telegram games can pull massive traffic—if only they can keep users after the airdrop.