@trostellazio327
Hamster Kombat’s airdrop hit its game ecosystem like a bad exam—everyone studied (clicked) hard, but no one passed (got paid). The impact on user activity: peak monthly active users 155M, with people setting reminders to collect mining rewards every 3 hours. But post-airdrop, activity plummeted. The airdrop’s issue? Too many users, too few tokens—$3 average payout. The ecosystem’s “play-to-earn” model lost credibility, and users quit faster than you delete a bad photo. Retention was 5-20%, way below traditional games. But the project’s ad revenue and TON chain’s growth are massive—so the crypto ecosystem thrived, even if the game’s users felt betrayed.