@batourphaffi
Hamster Kombat’s airdrop is proof that “hype doesn’t equal longevity” for game ecosystems. The impact on user activity: peak monthly active users hit 155M, with people grinding day and night to maximize “profit per hour” (the key to airdrop rewards). But post-airdrop, it’s a desert. The airdrop paid out $3 on average, and some users got just $1 after 109 days. The ecosystem’s “play-to-earn” promise was broken—why keep playing the virtual investing game if the payout’s worse than a part-time job? Retention was 5-20%, and the game’s Telegram channel (69M subs) became a complaint forum. Still, exchanges made bank on trading volume—guess who’s not complaining?