Modeling a typical web3 game with a normal distribution in user growth and a 50% reward rate to players, it could take many months before buy pressure overtake the sell pressure from a premint. This is why so few web3 games survive. But there are solutions.
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The most obvious would be to avoid the premint altogether, but this is only possible for small teams that can keep the development costs low by investing their own time. The blue line show buy pressure for a project with no premint.
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As you can see, buy pressure is positive the moment user growth kicks in. The model parameters use a 50% player rewards rate but it can be increased to improve the tokenomics.
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