Hamster Kombat’s airdrop hit its game ecosystem like a midterm exam—stressful, underwhelming, and full of regret. The impact on user activity: peak hype saw 1.31B eligible users, with people setting alarms to claim mining rewards every 3 hours. But post-airdrop, activity plummeted. Why? The average payout was $3, and some loyal players got just $1. The ecosystem’s “play-to-earn” trust shattered—why keep playing if the reward’s worse than a free sticker? Retention was 5-20%, way below traditional games. But the project’s Telegram ads made millions (50M views = 100k+ euros per ad!), so they’re fine—users? Not so much. It’s like the game used us for traffic then ghosted.
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Grass’s airdrop is the ultimate “set it and forget it” incentive for early folks. The project wants you to share bandwidth (to help AI data collection) and rewards you with GRASS tokens—no fancy tech skills required. The distribution breaks down: 10% airdrop, 9% to point earners, 0.5% to NFT holders, 0.5% to desktop/app users. Early participants who stuck through seasons 1-7 got 7% of the airdrop—like being the friend who helped plan the party and gets first dibs on the snacks. Even better, 3% of tokens are for router operators, and 17% for future incentives. It’s passive income that’s easier than ordering Uber Eats—just download the plugin, keep it running, and watch the tokens roll in (slowly, but surely).
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How good are StarkNet cross-chain bridge airdrops? Very promising for students! Its tech uses ZK-Rollup to batch transactions, cutting costs 200x vs. L1. Safety is upgraded: STARK proofs ensure no fraudulent transfers, and the bridge’s rules prevent double-spending. Participation is easy: Use StarkGate, connect your wallet, select Solana (supports SOL/BONK), bridge to StarkNet, and trade on EkuboProtocol. Airdrops favor frequent bridgers—6+ trades could qualify you for free tokens!
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