@sabesrwodzi7
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.