Ahead of its token airdrop, Hamster Kombat revealed plans to launch Season 2 of its tap-to-earn game and a token buyback strategy using ad revenue.
Hamster Kombat’s team has disclosed the specifics of its forthcoming development roadmap, less than 24 hours from its highly anticipated token airdrop.
In addition to the announcement of Season 2 of their popular tap-to-earn Telegram game, Hamster Kombat’s developers also disclosed some additional initiatives, such as a plan to repurchase tokens for redistribution using advertising revenue.
The clicker game’s team announced that Season 2, scheduled to be released in the upcoming weeks, will seamlessly integrate the platform’s content, including the Hamster Kombat metagame and third-party games. “We’re also planning to use ad revenue to buy back tokens from the market for regular distribution to players and token burns.”
Players are directed to YouTube to view videos as part of the Hamster Kombat experience.
Also, the Hamster Kombat team announced that they intended to expand the game’s ecosystem by launching it in new regions. The announcement also stated that the integration of NFTs as in-game assets is scheduled for November in Season 2 of Hamster Kombat.
Additionally, that month, the team announced its intention to deploy a progressive web application (PWA) for Apple and Android devices and desktops.
Airdrop of tokens
One of the year’s most eagerly anticipated token launches is the Hamster Kombat token airdrop on Thursday. The Hamster Kombat team has announced that 131 million players are eligible to receive tokens out of the more than 300 million individuals who registered to play the game via the popular messaging app Telegram.
Recently, a few individuals have taken to X to express their dissatisfaction with Hamster Kombat’s token distribution strategy, which has led to the unjust disqualification of millions of players. 2.3 million computers and “cheaters” were disqualified from receiving tokens, according to Hamster Kombat.
“In order to optimize the drop for our active, loyal players, we have established a minimum profit per hour.” This led to the eligibility of more than 131 million participants.
The staff generally informed The Block that a player could have achieved this level in just over a day. The majority of the airdrop (approximately 80%) was determined by the “profit-per-hour rate,” according to the team.