In addition, I believe the solana:Tqj8yFmagrg7oorpQkVGYR52r96RFTamvWfth9bpump ath is closely related to the game having initially formed a positive flywheel, although it is not yet a completely closed sustainable cycle, the momentum is strong
1- Real revenue attracting new players: total player revenue in the past 24 hours was approximately 27,000 USD. A week ago, it was even higher, with reports exceeding 60,000 USD, and this only counted Gold sales, excluding other transactions like real estate and items. High-value transactions such as a Penthouse key for 10,000 USD and a property key for 4,000 USD have really occurred. Servers have rapidly scaled from 9 to 10, each servers capacity has been increased, and they are often full with queues. This all proves that new players are continuously pouring in, attracted by the play-to-earn story
2- In-game item demand supports the economy: players need properties, keys, Auras, golden items, materials, etc., to progress, creating real demand. New players buy items → old players sell to profit → more people want to enter and replicate this path. This creates a typical P2E flywheel: demand → trading → revenue → spread → new demand
3- Deflation mechanism helps: 50% of wheel purchases are directly burned, with over 5 million KINS burned, worth 47,000 USD. The other half goes to the treasury. There are also sinks like a cut from gold trading. Player activity directly reduces supply and increases scarcity
4- Active community players: they create their own guides and share money-making methods, further amplifying the spread effect. This leads to people learning about the game → new players enter and need items → old players earn income → further spread
However, if the team continues to rapidly iterate content, maintain server scaling, and avoid excessively issuing rewards, this flywheel has the potential to become a longer-term cycle. But to be honest, in the history of Web3 games, there are very few cases that have long-term survived and allowed most players to consistently earn money. Ultimately, how fun the game itself is versus the appeal of making money remains the key ratio
From my perspective, currently, it is much healthier than most purely speculative P2E games. It has a real, playable MMO mechanism, not just simple idle grinding. Its growth data and community stickiness are very strong, and it has already run out a small positive cycle. Going forward, the key will be the player growth rate and the balance between inflation and output
The above content is entirely my personal understanding and analysis (dyor). If you have other opinions, feel free to discuss them in the comments
Tracking the latest updates on solana:Tqj8yFmagrg7oorpQkVGYR52r96RFTamvWfth9bpump :
- Server: serverServer 10 just went online, increasing the player cap on all servers by 10 slots. Server 9 filled up instantly after launch. Currently, the game supports approximately 480 concurrent players, showing very rapid growth
- Player revenue: total player revenue in the past 24 hours was approximately 27,000 USD. High-value transactions include Penthouse keys, Gold, Golden Auras, etc., driven by real demand
- Item trading: a set of house keys just sold for approximately 4,000 USD
- New content: Blue Aura has been added to the Spinner Wheel
- Community events: a raffle is being held, with a winner already receiving 40,000 KINS. Additionally, the official account actively interacts with user-generated content
As of the time of editing this tweet, there are 707 online players and 7,406 monthly active players