TON P2E Game BANANA Crosses 8M Users in Four Weeks

As a researcher in the field of blockchain gaming and play-to-earn (P2E) systems, I can confidently say that the success of games like BANANA is truly revolutionary. Reaching over eight million users within just four weeks is simply astonishing, especially when you consider the simple mechanics and engaging gameplay that these TON-based games offer.


In just four weeks after its launch, the TON-powered Play-to-Earn game, Banana, has surpassed eight million users, demonstrating a swift and significant user adoption in the P2E gaming space.

In line with the September 4 announcement, BANANA has reached up to a million daily active users, accumulated approximately 1.8 million linked accounts and completed over 73 million in-game tasks. The game garnered one million users within the first 72 hours of activity, and growth has been sustained since then.

In this game, the mechanics are straightforward: players gather bananas with varying characteristics at various rarity levels to accumulate PEEL points. These points can then be exchanged for prizes, with rewards potentially worth up to 500 USD, making this game a part of the P2E (Play-to-Earn) genre.

Banana utilizes the Carver Data Layer (CARV) system to enhance its users’ gaming experience. Carver is a flexible data structure that empowers players to claim ownership, control, and potential earnings from their game-related information. Leo Li, CGO of Carver, explained:

Achieving 8 million players demonstrates the potency of interactive, mutually advantageous games on TON. Instead of merely applauding figures, we are trailblazing a revolutionary approach to data sovereignty within the gaming realm. Our ambition is to establish a clear and impartial data environment that caters to both our business associates and gamers, and BANANA is spearheading this transformation.

The incorporation of BANANA is aligned with a wider movement of adopting Toncoin-based games. Similarly, other titles like Hamster Kombat and Notcoin are experiencing increased popularity on this platform as well.

At the close of August, it was noted that Hamster Kombat boasted of amassing over 300 million users. Similarly, Nairametrics mentioned about three months ago that Notcoin had already dispensed $1.5 million in rewards and had garnered 40 million users by then. In summary, Li stated:

By merging Telegram’s widespread influence and the captivating gameplay offered by TON-powered mini games such as BANANA, we are exploring uncharted territories in user interaction. With millions of Telegram users already engaging with mini-applications, we have barely scratched the surface of what can be achieved.

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2024-09-04 13:24