‘Banana’, one of the idle games of the TON ecosystem, reached one million users in less than 72 hours.
Players have completed 2.9 million in-game tasks and connected 580,000 social accounts to the game. This rapid and massive adoption highlights its appeal to both Web2 and Web3 players.
What is a Banana?
Banana allows players to collect virtual Bananas, each with unique properties and rarities. By clicking on Bananas, players earn points called Peels, which can then be transferred to Tether (USDT). The game also allows players to trade Bananas for various rewards, keeping players engaged.
Banana offers a variety of features to keep players engaged, including daily rewards, different shell rewards based on rarity, and opportunities to earn more Bananas through tasks such as CARV ID, social interactions, and referrals. Players can sell Bananas for USDT and Shells, with rarer Bananas commanding higher prices.
The most valuable Banana, Matrixnana, can be sold for 500 USDT. Additionally, players who bind and print their CARV IDs can turn their in-game achievements into tangible rewards.
CARV’s innovation
The game is powered by CARV, a modular data layer for gaming and AI. The launch of Banana is a key part of CARV’s business strategy, which includes data infrastructure and gaming platforms.
Commenting on the launch, CARV’s CGO Leo said that this is an important step within CARV’s TON ecosystem.
“The launch highlights CARV’s role as a driving force in Web3 gaming adoption and user acquisition, and introduces a new model of earning by playing. By offering first-party game development and ad tech capabilities, Banana not only expands our technological footprint, but also provides users with lifetime memberships for passive income,” Leo said.