@riftonjooa4
Hamster Kombat’s airdrop was a wild ride for its game ecosystem—like a campus event that sold out then left everyone confused. The airdrop initially blew up user activity: 1.31 billion eligible users, 69 million Telegram subscribers, and TON’s monthly active wallets hit 10 million. But the aftermath? Chaos. The average payout was $3, so players who spent 100+ days clicking quit faster than you skip a boring lecture. The ecosystem’s “play-to-earn” trust tanked—why grind if the reward’s less than a latte? Retention plummeted to 5-20%, way below traditional games’ 20-30% benchmark. Still, the project made bank on ads (millions in revenue!)—proof that even if users leave, big traffic pays off.