Agnieszka 🌹💛🇵🇱💜🌸🌹
8.9K posts

Agnieszka 🌹💛🇵🇱💜🌸🌹
@Ziva007
Resistance is futile👽 Video Editor | Thumbnail Designer 🎞️🎬🖥️ Banner made by @masontjarvis
















The only thing that matters for games right now is revenue. If you don’t have players you don’t get revenue. Our tokenomics designed in 2020 always had buybacks built in. We were the first game to do it. ILV was designed around revenue coming in and burning supply. We’ve generated about 15m so far and burnt around 4 percent of supply. The issue was never the model. It was the revenue. At the burn rate we had, 15m wasn’t close to enough, so we had to adjust. Buybacks funded by revenue are fine. That’s how the system was built and we’ll go straight back to it once revenue picks up. Until then everything goes to the safety pool. You need stability before you get aggressive. Where teams blow themselves up is the sunk cost fallacy. Their token drops, panic sets in, and founders convince themselves that once it falls below a certain point it “can’t come back.” So they set their stable reserve on fire trying to force a recovery even though they’re not making any money. It’s insane. Look at Virtuals. When they were Path DAO their token was basically dead. They didn’t try to save it with buybacks. They found PMF and the token went to a billion. That’s the entire lesson. Hit PMF and the token sorts itself out. Miss PMF and nothing saves you. Games are expensive. You need content, updates, retention, constant improvement. Burning runway on buybacks before you reach PMF is a death sentence. You’re killing the only thing that can actually fix your token. People saw hyper liquid doing buybacks and tried to copy it without understanding the difference. A DeFi protocol can iterate cheap. A game can’t. We went the opposite direction. We protected our stables and paid staff in ILV. It sucked short term, but keeping the MMO alive mattered more. That stops in December. The actual sell pressure was tiny, the psychological side is the part you cannot measure. By the end of December we’ll have added a full year of runway and stopped a huge amount of ILV burn across rewards and other areas. Heading into 2026 the focus is revenue. We have something coming that I think hits pretty hard, and the people I’ve shared it with say the same. Combine that with no more sell pressure and far less burn and we’re in a strong spot heading into the MMO demo.


I've had people commend my dedication to producing @illuviumio content non-stop for the past 4 years. The truth is a little more complicated. The past 12 months I have done small stints where I've tried to branch out to other games and ecosystems a little more. The problem is always the same. Either the product isn't deep enough or I simply don't find it interesting enough to drive the same passion I have for Illuvium. Maybe that will happen one day, but Illuvium has 4 LIVE products, plenty of stats to analyse and they have new updates rolling out weekly on various things. I am a collector, and Illuvium fuels that fire that burns within me.

















