@menonomeroniz
Hamster Kombat’s airdrop is a masterclass in “how to blow up then burn out” for game ecosystems. The impact on user activity was wild: peak monthly active users hit 155 million, with folks glued to their screens clicking hamsters, completing social tasks, and inviting friends. But post-airdrop? It’s a ghost town. Why? 1.31 billion eligible users split 600 billion tokens—average $3 payout. Players who grind 2 months got $3.50, which is less than your campus side hustle of folding laundry. The ecosystem’s “play-to-earn” model got mocked, and retention dropped to 5-20%. The only winners? Exchanges (10B+ daily trading volume) and the project’s ad revenue—guess who’s laughing all the way to the bank?