Tap-to-earn made a breakthrough for cryptocurrencies, bringing millions of new users into the industry who had never made a single blockchain transaction before.

After the success of Notcoin, which generously rewarded users, expectations were high for Hamster Combat. The audience was already engaged, and tap-to-earn became a daily activity for many, even those far removed from cryptocurrencies. The potential to make the project truly popular was enormous.

In May-June, some already estimated Hamster’s potential FDV at a couple of billion dollars.

While Notcoin talked about decentralization and nodes, here there was little need to explain: users quickly understood— the more points you score, the more tokens you get.

✔The Boom of Tap-to-Earn

Thousands of tap-to-earn games appeared on Telegram. Some users played dozens of them daily, even creating multiple accounts. Tap-to-earn traffic was extremely cheap, and the referral system generated itself. You couldn’t get a perk or item unless you invited three friends, plus you received a portion of your referral's income. To get started, the project needed to create quality creatives and work with bloggers, often for future tokens.

✔How the Project Made Money

Projects made money from ads, and a lot of it. Traffic was cheap, and users were given tasks to subscribe to channels, watch videos, visit websites, register on exchange sites, etc. Projects broke even in 1-2 months and then generated such income that many tokens became irrelevant, especially for smaller projects that didn’t harbor illusions of a successful listing, even though they told users different stories.

✔Selling Ads, Not Building a Community

Tap-to-earn on Telegram was a very cheap advertising channel—its main function. Unfortunately, unlike other airdrops where users also had to complete tasks but the goal was to boost metrics, build a large active community, introduce the user to the product, and build loyalty.

Here, the goal was to show you ads. Tokens were a secondary goal. Many small tap-to-earns won’t even bother with proper listings. I’m sure they will conduct TGE simply on DEX because listings on centralized platforms are paid and quite expensive.

✔Bad Timing

The decline of altcoins over the past two months hit the airdrop market hard. If they had listed a bit earlier, the results might have been different, but not drastically so, I suppose.

✔Any Exceptions?

DOGS is an exception. They launched the token on a strong news hook. There are tap-to-earn projects with actual products; they promise to offer something else, like a game or service (Blum is a prime example). It looks more classic: the tap-to-earn becomes a tool for the project's boost and community growth, not the only revenue method. But they will suffer too.

✔Why is This a Funeral?

I met people and got messages asking how much Hamster could bring. I estimated no more than $100, but no one agreed with me; most active players expected much more, even laughing at my estimate. Players are very disappointed. When you receive a meager drop after putting in real effort, it leaves a bad taste and feels like a waste of time. This creates negative feedback. For many, it was their first airdrop. Getting $10-20 after months of playing is disheartening for the average user. Yes, some earned much more, but the ordinary player who occasionally logged in got about that much.

Tap-to-earn attracted users with the potential to earn. Notcoin gave a beautiful hope (a dream). Hamster brought many back down to earth.

Some projects will still shoot up, but only if the altseason starts and they time their listings well.

📍The Tap-to-Earn Industry Faces a Pullback.
Users are starting to understand the game being played: earning $2-10 for tons of viewed ads.

$DOGS $HMSTR $NOT

#NOT🚀 #Toncoin #HAMSTERCOIN #Blum #dogs