LEET
676 posts

LEET
@LeetgameDev
Esports Game on Solana. Own your cards & compete. Passion brought to gamers & collectors Join the community : https://t.co/oGPnpg0ctv


The latest breakout application on @solana is, undoubtedly, tokenized TCGs. In Q1, the sector hit new highs, with @Collector_Crypt and @phygitals combining for a record $13.3M in weekly gacha volume, surpassing Q4'25's previous record of $10.3M by 29%. With demand for Pokémon and other TCGs surging both in and outside of crypto, Collector Crypt and Phygitals will continue to grow by delivering a better experience for both collectors and investors through tokenization that offchain competitors simply cannot match.


III. @cryptokitty_3x Superteam UAE builder, Nomadz at heart, connecting people, places and communities across the ecosystem Community: @SuperteamAE


crypto games never get as much organic coverage as when they shut down and i get it, it's an easy way to farm engagement - game shutting down: 40k views - game progress, game event: 1k views people seem to only care about the death of crypto gaming those days









Gaming went from 62.5% of all web3 venture investment in 2022 to single digits by 2025. But Web3 gaming didn’t fail because crypto crashed. It didn't help, but that’s the lazy explanation. Multiple capital structures broke at the same time: 1. VC-funded studios. 2. Retail NFT mints plummeted 3. P2E guilds got crushed 4. Metaverse everything was valueless 5. Telegram tap-to-earn funnels. All of them relied on the same assumption: Rapid growth (demand) would arrive before durable gameplay demand. It didn’t. The numbers are brutal: of $12B-$15B that flowed into blockchain gaming between 2020 and early 2026, the report estimates ~$11B of that is gone. 93% of GameFi projects are classified as effectively dead. The average GameFi token is down ~95% from all-time highs. Quarterly VC funding to web3 game studios fell from $1.6B in Q1 2022 to ~$18M in Q2 2025. 300+ gaming dApps went inactive in Q2 2025 alone. And the case studies tell the same story: @Pixelmon raised $70M from an NFT mint before shipping a public game (they were later bought out by good leadership and have made some interesting things). @hamster_kombat reportedly went climbed to 300M users (a massive amount of bots, surely, but still insane) to 12M in six months. @AxieInfinity went from 2.8M daily active users at peak to around 100K. Off the Grid is probably the most interesting test case. It had $100M+ raised, Call of Duty talent, Neill Blomkamp involved, major streamers, and 14M self-reported lifetime users... But the report says it still struggled to break ~15K concurrent players on Steam, and now they are being accused of not paying contractors, Node investors have gotten washed (me included) and the token hasn't been a success either. That matters because OTG is not a random Discord server with a JPEG project. It is one of the closest things web3 gaming has had to a serious mainstream swing. So the issue is not one bad game... it's an entire funding model that encouraged projects to (aggressively) monetize ownership before they earned attention. That said, I don’t think the takeaway is “blockchain can never work in games.” The better takeaway: Token-first web3 gaming looks cooked. Blockchain-as-invisible-infrastructure still has a shot, but it is much smaller and way less sexy than the 2021 pitch deck promised. Quality web3 titles are reportedly seeing 35%-45% monthly retention, close to web2 benchmarks of 40%-50%. @PlayCambria has processed $150M+ in PvP wagers with 4,500 concurrent players. @pixels_online has shown steadier engagement with a lower-overhead model. Web2.5 studios are moving toward stablecoins, invisible wallets, and blockchain as backend infrastructure instead of making the token the main character. That is probably the healthier path. Players do not want to be “onboarded into an ecosystem.” They want a good game. If ownership, trading, or payments make the game better, great. If those things are the game... you should probably just trade perps or prediction markets instead. The first era of web3 gaming tried to financialize fun before proving the fun existed. The next era, if it exists, has to reverse the order: Build games people want to play. Use blockchain only where it improves the experience. Stop treating token liquidity like product-market fit. Let me leave you with one more important piece of context. - Only ~20% of all published video games ever make any profit. - 70% of indie games never break even. - The top 10% of games generate around 90% of total industry revenue. Games are hard with or without blockchain.

















