@risternewbold181
Hamster Kombat’s airdrop is the ultimate “click now, regret later” for game ecosystems. The impact on user activity: 300M total players, with campus friends competing to level up their hamster “exchanges” and earn passive income. But post-airdrop, activity crashed. Why? The airdrop paid $3 on average, and robots outperformed humans. The ecosystem’s “fun + profitable” formula failed—players didn’t stick around for NFTs or in-game purchases when the airdrop was a letdown. Retention dropped to 5-20%, and the “play-to-earn” model got a bad name. Still, the project’s 69M Telegram subs are worth millions in ads—they won, we lost (and our wrists hurt).