Game 1: Dead in 60 days, $80K loss. Game 2: Dead in 6 months, $120K loss. Game 3: Still running after 18 months. Here's exactly what happened.
This is the honest post-mortem we wish someone had given us before we burned $200K. Every failure taught us something. Hopefully you can learn from our pain instead of creating your own.
Game 1: Death in 60 Days
Launch date: March 2022. Death date: May 2022. Total runtime: 62 days.
The premise: Pixel art idle game with P2E mechanics. Mint NFTs, earn tokens daily, upgrade characters, repeat.
Pre-launch metrics (all looked great):
- Discord: 15,000 members
- Twitter: 8,000 followers
- Whitelist: 12,000 applicants
- Mint price: 0.08 ETH
- Supply: 5,000 NFTs
Launch day:
- Sold out in 2 hours
- Secondary floor: 0.15 ETH (almost 2x mint)
- Team revenue: ~$600,000
- Euphoria: maximum
We thought we'd made it.
Week 1:
Day 1: 2,000 DAU. Discord celebrating. Everyone sharing earnings screenshots.
Day 3: First complaints about server issues. We'd underestimated load.
Day 5: 2,200 DAU. Growing. Token price at $0.12.
Day 7: 1,800 DAU. Some early minters started selling. Normal, we thought.
Week 2:
Day 8: Token price dropped to $0.08. First major wave of selling.
Day 10: 1,400 DAU. Discord mood shifted. "Wen utility?" comments started.
Day 12: We rushed out a staking feature. Band-aid on a bullet wound.
Day 14: 800 DAU. Token at $0.04. Floor price dropped to 0.05 ETH.
Week 3:
Day 15: Emergency team meeting. Realized emissions far exceeded burns.
Day 18: Tried to reduce emissions. Community revolt. "Rug pull" accusations.
Day 21: 400 DAU. Token at $0.015. Floor price at 0.02 ETH.
Week 4:
Day 22: Core team member quit. Said he saw the writing on the wall.
Day 25: Announced "major update coming." Bought ourselves time.
Day 28: 200 DAU. Token at $0.005. Floor price at 0.01 ETH (below mint).
Days 29-60:
Slow bleed. Released the update. It didn't matter. Players had lost faith. Token was worthless. NFTs were underwater. Discord became toxic.
Day 60: 50 DAU. We made the call. Announced shutdown. Refunded what we could from remaining treasury (~$15K). Took the L.
Total cost breakdown:
| Category | Amount |
|---|---|
| Development (6 months) | $45,000 |
| Art and design | $12,000 |
| Marketing | $8,000 |
| Infrastructure (2 months) | $3,000 |
| Smart contract audit | $5,000 |
| Miscellaneous | $7,000 |
| Total investment | $80,000 |
Revenue: ~$600K from mint. But that money was meant for runway. We burned through it in 2 months trying to save a sinking ship. Ended with $15K returned to holders and nothing for the team.
What killed it:
- Token velocity. 100,000 tokens emitted daily, 5,000 burned. Death spiral math.
- No real game. It was a clicking simulator with NFT graphics.
- Over-promised, under-delivered. Community expected AAA. We delivered MVP.
- Team token allocation too aggressive. 20% for team, unlocking immediately. Created selling pressure and trust issues.
Game 2: Death in 6 Months
Launch date: September 2022. Death date: March 2023. Total runtime: 184 days.
We learned from Game 1. Reduced emissions by 70%. Added meaningful sinks. Built more actual gameplay. Still failed.
What we fixed from Game 1:
- Emissions reduced from 100K to 30K daily
- Multiple token sinks (crafting, upgrades, tournaments)
- Actual game mechanics beyond clicking
- Team tokens locked for 6 months
- Smaller mint (3,000 NFTs at 0.05 ETH)
What we thought we'd solved:
Token velocity. Our models showed sustainable economics. Burns would match emissions by month 3.
What actually happened:
The models assumed consistent player behavior. Real players don't behave consistently. They optimize, exploit, and leave when returns diminish.
Month 1-2:
Launch was smaller but healthier. 1,200 DAU peak. Token held steady. Floor maintained. Team cautiously optimistic.
Month 3:
This is when Game 1 died. We survived. 900 DAU. Token down 40% but stable. Feeling good.
Month 4:
Cracks appeared. Retention curve showed problems. Day 7 retention: 30%. Day 30 retention: 8%. Industry standards are 40% and 15% respectively.
Players tried the game, earned for a few days, then left. The game wasn't sticky enough.
Month 5:
Bear market hit crypto hard. Our token followed. 600 DAU. Floor dropped below mint. New player acquisition stopped.
Here's the brutal truth: we were acquiring players at $150 each (Discord ads, influencer campaigns). Lifetime value was $80. Every new player accelerated our death.
Month 6:
The math became undeniable. Revenue: $25K/month. Costs: $40K/month. Treasury runway: 3 months. No path to profitability visible.
We had two options: pivot dramatically or shut down gracefully. We chose shutdown. Returned remaining treasury to holders (~$40K split across 800 remaining NFT holders).
Total cost breakdown:
| Category | Amount |
|---|---|
| Development (9 months) | $65,000 |
| Art and design | $18,000 |
| Marketing | $15,000 |
| Infrastructure (6 months) | $12,000 |
| Smart contract audits | $8,000 |
| Miscellaneous | $12,000 |
| Total investment | $130,000 |
Net loss after treasury return: ~$120,000.
What killed it:
- Gameplay wasn't fun enough. Better than Game 1, but still not good enough to retain without financial incentives.
- Bear market timing. Launched right before crypto winter. No amount of good design survives 80% market drawdowns.
- Over-reliance on acquisition. Spent money getting users instead of making the product stickier.
- Undercapitalized for the timeline. Needed 18-month runway. Had 6.
Game 3: What Finally Worked
Launch date: August 2023. Current status: Still running (18+ months).
Different approach. We built the game first. Spent 6 months developing without any blockchain code. Tested with fake points. Only added tokenomics after proving retention.
The critical differences:
We didn't start with tokenomics. Started with a question: "Would anyone play this for free?" If no, don't add tokens.
We tested with fake currency. 500 beta users played for 3 months with worthless points. Their behavior data informed everything.
We knew our numbers before launch. Day 7 retention: 42%. Day 30 retention: 19%. These numbers with fake currency meant the game was actually fun.
Development timeline:
Months 1-6: Pure game development. Unity. No blockchain. Focus on core loop.
Months 7-9: Beta test with fake economy. Watched player behavior obsessively.
Month 10: Designed tokenomics based on real data. Not models. Data.
Month 11: Smart contract development and audit.
Month 12: Launch on Polygon. Small NFT collection (1,000). Modest expectations.
Launch metrics:
- NFT mint: 1,000 at 0.02 ETH (intentionally accessible)
- Day 1 DAU: 400
- Week 1 DAU: 600 (growing, good sign)
- Month 1 DAU: 800 (stable)
18-month metrics:
- DAU: 800-1,200 (sustained)
- Token price: Stable (not moon, but not death spiral)
- Floor price: 0.03-0.05 ETH (above mint, reasonable appreciation)
- Monthly revenue: $45K average
- Monthly costs: $32K average
- Profit: ~$13K/month average
Not a home run. A sustainable business. That's rarer than moonshots in this space.
The Pattern Across 100+ Token Launches
We've worked on token launches across various teams and projects. Here's the pattern.
Failure signals (present in 80+ of 100 failed projects):
Token before product. If tokenomics is designed before the product works, you're building speculation, not utility.
Team tokens unlocking early. If founders can sell before product maturity, incentives are misaligned.
Unsustainable emissions. If daily emissions exceed daily burns from day 1, death is mathematical certainty.
Community based on price. If Discord only talks about charts, floor, and "wen pump," you don't have a community. You have speculators.
Success signals (present in most of ~15 successful projects):
Product works without token. Users would engage even if the token went to zero.
Team locked long-term. Founders can't exit for 2+ years. Forces alignment.
Conservative economics. Under-emit, over-burn. Leave room for error.
Community based on product. Discord talks about gameplay, strategy, features. Price is secondary.
Similar patterns showed up in projects we've studied externally. Teams that took time to validate assumptions before launch, like those documented in industry case studies, consistently outperformed those who rushed to market.
Hard Truths About Web3 Games
After $200K in lessons, here's what we know:
Most web3 games should be web2 games. The blockchain adds complexity, not value, for most game types. If you can't articulate why your game NEEDS blockchain, it probably doesn't.
P2E is a redistribution mechanism, not a business model. Money goes from new players to old players. When new players stop coming, everyone loses. The math is simple and brutal.
90% of projects fail within 12 months. This isn't pessimism. This is data. Plan for the 90% case, not the 10%.
Your tokenomics model is wrong. It assumes rational actors and consistent behavior. Real players are neither. Build in massive margins of error.
Bear markets kill. If you can't survive an 80% market drawdown, you can't survive. Assume the worst market conditions and plan accordingly.
The team is everything. Technical skills matter less than commitment. Projects die because founders quit, not because code fails.
Fun is non-negotiable. No amount of financial engineering makes a boring game sticky. If players won't play for free, they won't stay when rewards decrease.
What We'd Tell Our Past Selves
Before Game 1: Build the game first. Test without tokens. Prove retention before adding economics.
Before Game 2: The game still isn't fun enough. Another 3 months of development would've been worth it. Also, don't launch into a bear market.
Before Game 3: You finally got it right. But stay humble. Markets change. Keep 24 months of runway. Never get comfortable.
To anyone reading this: our $200K in failures are free lessons for you. Don't repeat our mistakes. Build something people actually want to play. The blockchain part is the easy part. The game part is what kills you.
Resources
Game Development:
- Unity - Most web3 games use Unity
- Unreal Engine - For higher fidelity projects
- Godot - Open source alternative
- GameAnalytics - Player behavior tracking
Smart Contracts:
- OpenZeppelin - Secure contract templates
- Hardhat - Development environment
- Foundry - Fast testing framework
- Remix - Browser IDE
Web3 Infrastructure:
- Alchemy - RPC and development platform
- QuickNode - Multi-chain infrastructure
- Polygon - L2 for gaming
- Immutable X - NFT gaming infrastructure
Security:
- Hacken - Smart contract audits
- OpenZeppelin Defender - Contract operations
- Consensys Diligence - Security audits
Analytics:
- Dune Analytics - On-chain analysis
- Nansen - Wallet intelligence
- DappRadar - Game rankings