GameFi clickers are among the most mass-market crypto formats. But most of them hit the same wall: the economy collapses within 3–6 months after launch, with critical decline typically by month 3–4. This case study examines how a project targeting 15M players designed tokenomics where the token is backed by real revenue — not inflationary rewards.
Context: The Project’s Challenge
The project is a clicker game with layer-mining mechanics: players uncover cells of a virtual object layer by layer, collecting prizes. The one who reaches the center claims the grand prize. Available on iOS, Android, and as a Telegram mini-app.
The fundamental difference from most GameFi: the project is split into two phases.
Phase 1 — Game without a token. Goal: acquire up to 15M users and generate cash flow in stablecoins. At this stage, the entire economy runs on fiat payments and in-game currency.
Phase 2 — Ecosystem with a token. Launches only if Phase 1 succeeds: token, DAO, airdrop to players and developers. The token is tied to revenue via smart contract.
The tokenomist’s objectives:
- Design revenue-share — investors receive a share of revenue through the token, without traditional unlock schedules
- Don’t kill the game economy — the token must not create inflation that destroys game balance
- Scalability — the model must work at 1M and at 15M players
The Solution: Tokenized Revenue
Core Idea
Instead of the classic “investors receive tokens → sell on market” scheme, the project used revenue-share through a smart contract:
- A portion of revenue from in-game equipment sales is automatically used to buy the token via a liquidity pool
- Investors hold tokens that appreciate due to buyback from real revenue
- Investor exit is through market sale, not through vesting unlocks
Token Parameters
- Total supply: 100,000,000 tokens
- Base currency: USDT
Allocation and Vesting
| Pool | Share | Amount | Cliff | Vesting |
|---|---|---|---|---|
| Round 1 | 20% | 20,000,000 | 1 month | Instant |
| Round 2 | 20% | 20,000,000 | 2 months | Instant |
| Round 3 | 20% | 20,000,000 | 3 months | Instant |
| LP (liquidity) | 10% | 10,000,000 | 9 months | Instant |
| Team | 30% | 30,000,000 | 1 month | 12 months linear |
Three investment rounds with increasing price: $0.10 → $0.20 → $0.40 per token. Target raise: $14,000,000 total.
Market Model: Uniswap v2
Liquidity pool on Uniswap v2 with the constant product formula:
- X — USDT reserve
- Y — token reserve
- Initial pool: 1,750,000 USDT + 10,000,000 tokens
- K — pool constant (computed)
Starting price: $0.175 (1.75x multiple over Round 1 price). The key mechanism: 70% of the project’s operating income (which is 50% of net revenue from primary + secondary markets = 20.75% of total net spending) flows into the pool as buy-side inflow, creating continuous buying pressure on the token.
The Model: In-Game Economy
Game Mechanics
The game simulates a mining-like process: all players start with identical base equipment. Advanced equipment (semi-automatic, automatic) improves chances but doesn’t guarantee victory.
- 100 layers — players progress sequentially
- Average speed: ~2.7 days per layer
- Viral coefficient: 0.7–0.8 (41–44% of new players come through referrals; ~66% of total organic acquisition comes through squads and viral loops combined)
In-Game Currency and Equipment
In-game currency (called “coins”) is distributed across layers — 5B units per layer. Equipment is divided into 11 classes (0–10) with increasing productivity:
| Class | Production per second | Energy capacity |
|---|---|---|
| 0 (starter) | 2 | 100 |
| 1 | 4.5 | 500 |
| 3 | 7.5 | 5,000 |
| 5 | 11.25 | 18,000 |
| 7+ | 15.75 | 42,000 |
Selected classes shown; full table has 11 tiers (0–10) with near-geometric growth in both production and energy capacity.
Equipment upgrades use a fusing system: 2 items of the same class produce 1 item of the next class. Cost grows geometrically, creating a natural sink for in-game currency.
Starting from class 4, equipment gains additional attributes: durability and repair cost reduction — adding strategic depth for hardcore players.
Player Types and Unit Economics
The simulation identifies 6 cohorts with distinct behavior patterns:
| Type | Average spend/month (peak) | Churn rate |
|---|---|---|
| Hardcore | $25–$1,325 | 11–20% |
| Midcore | $0–$410 | 10–20% |
| Casuals | $0–$90 | 20–25% |
| Newcomers | $0 | 30% |
| Speculators | $100–$1,450 | 5–15% |
| Creators | $0–$220 | 20% |
Revenue Distribution
| Channel | Share |
|---|---|
| Primary market (direct sales) | 35% of net spending |
| Secondary market (10% commission) | 65% of net spending |
Revenue from both markets is split 50/50 between the project’s operating income and the prize pool.
Prize Pool
- Initial fund: $2,000,000 USDT
- Distribution: 65% — layer prizes, 35% — grand prize (center of the object)
- Pool is replenished from 50% of primary and secondary market revenue
Scenario Analysis
The model was tested across three scenarios:
| Metric | Minimum | Base | Maximum |
|---|---|---|---|
| Players | 1M | 5M | 15M |
| GMV per player | $10 | $30 | $50 |
| Purchase volume | $10M | $150M | $750M |
| CAC | $1 (Telegram mini-app organic) | $5.50 | $10 |
| IRR (5 years) | -38.7% | 13.8% | 68.6% |
Maximum scenario (9-month simulation): 18.2M cumulative new players, $4.7B cumulative net spending (including repeat purchases), $979M operating income, $981M prize pool. The $750M figure in the table is a point-in-time snapshot (15M × $50 GMV), while $4.7B is the total over the simulation period accounting for churn and acquisition.
Value Allocation in the Maximum Scenario
| Beneficiary | Share | Value source |
|---|---|---|
| Developers | 37.45% | Marketing (access to users) |
| Players | 24.47% | 50% of in-game purchases |
| Liquidity + raise | 5% | Uniswap pool |
| Treasury | 7% | Reserve |
| Team | 20.87% | Equity conversion |
| Investors | 5.21% | Equity conversion |
Lessons Learned
Key design decisions
The main lesson: in GameFi, the token should not be the players’ income source — it should be an instrument for investors and the ecosystem. Players earn in stablecoins; the token is backed by revenue. This breaks the vicious cycle of “emission → sell → devaluation.”
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