TON ecosystem game ‘Banana’ reaches 1M users in 72 Hours
‘Banana,’ an idle game within the TON ecosystem, has hit one million users in under 72 hours.
Players completed 2.9 million in-game tasks and connected 580,000 social accounts to the game. This quick and large adoption highlights its appeal to both Web2 and Web3 gamers.
What is Banana?
Banana allows players to collect virtual Bananas, each with unique attributes and rarities. Players earn points, called Peels, by clicking on Bananas, which can then be transferred to Tether (USDT). The game also enables the trading of Bananas for various rewards, maintaining player engagement.
Banana offers various features to engage players, such as daily rewards, different peel rewards based on rarity, and opportunities to earn more Bananas through tasks like linking CARV ID, social interactions, and referrals. Players can sell Bananas for USDT and Peels, with rarer Bananas fetching higher prices.
The most valuable Banana, Matrixnana, can be sold for 500 USDT. Additionally, players who bind and mint their CARV ID can convert their in-game achievements into tangible rewards.
CARV’s innovation
The game is powered by CARV, a modular data layer for gaming and AI. Banana’s launch is a key part of CARV’s business strategy, which includes data infrastructure and gaming platforms.
Leo, CARV’s CGO, commented on the launch, stating that it represents an important step for CARV within the TON ecosystem.
The launch “underscores CARV’s role as a driving force in Web3 gaming adoption and user acquisition, introducing a novel model of play-to-earn. By introducing first-party game development and adtech capabilities, Banana not only expands our technological footprint but gives users a lifetime membership to passive income,” said Leo.