HelIo Warriors,
we expect the game to be ready on October 30, 2026, as a full release.
Today and tomorrow, we’llbe focusing nonstop on a more lively PvP map.
In the coming days, we’ll be thinking about the rewards players will earn in the game.
Players who want to farm will be able to buy and sell valuable items and fish for crafting materials, while players seeking an edge over others will be able to earn $SIL based on their PvP rankings.
You'll need to purchase a small amount of tokens to access the game.
What sets us apart from other Web3 games is that token sale pressure will be nearly 0%.
#SILDARA
been staring at other web3 games for days trying to figure out what should actually make one different
i keep coming back to the same thing: most of them are ponzis with a game skin. rewards paid by whoever buys in next
i want to break that. but how?
genuinely asking 👇
93% of web3 games launched are dead.
not struggling. dead. token down 90%+, almost no one playing.
i've been building one of these games alone for months, so i've thought about this a lot. here's what i think went wrong, and what i'm trying to do differently.
1. the token came first, the game came second
most projects launched a token, then built a game around it. players could feel it within 10 minutes. if the only reason to log in is the payout, the game dies the day the payout drops.
2. they paid people to play, so they got people who only came for the pay
promise rewards, you attract farmers. farmers don't build communities, they build exit plans. they extract, dump and leave. then the project acts surprised.
3. rewards came from new buyers, not real revenue
if your rewards are funded by people buying in after you, you don't have an economy. you have a countdown.
4. "loot" had no real value
every game promised that in-game items would be worth something. then they printed endless tokens and items until nothing was.
5. paid hype instead of a good product
KOLs, paid pumps, bundled launches. it works for a week. then the chart tells the truth.
so what am i doing with my game, @voxelia?
- the game comes first. if it isn't fun with the token turned off, it isn't ready
- rewards are only paid from real revenue: shop sales and fees go into a public treasury, and we never pay out more than it holds
- every trade on the player market burns part of the token
- items actually matter. tiers, upgrades and rarity mean no two items are the same
- RWA: some loot is priced by real markets. a dungeon boss in Voxelia drops silver bars that follow the real silver price
- no paid KOLs. i could bundle my own token. i won't
my first launch ended with 5 holders. i didn't quit. i rebuilt everything.
i'm not saying i have it all figured out. we're very early, there are bugs, and the market is rough. but i'd rather build something slow and real than fast and empty.
web3 gaming isn't dead. bad web3 games are.
what do you think killed it, and what would bring you back?
@OwlLfg@kuzisatoshinin@tideboundrh Because of stupid bastards like these, people are prejudiced against developers from an entire country. Please stay away from them.