TON-based Game BANANA Hits 5 Million Users in 3 Weeks

BANANA, a TON-based sport, has formally hit 5 million customers, thus changing into one of many quickest rising video games within the TON ecosystem.
Backed by CARV, a modular knowledge layer for gaming and AI, BANANA reached its first main milestone of 1 million customers inside the first 72 hours of its launch.
Thus far, BANANA counts multiple million every day energetic customers, 1.4 million related social accounts and 45 million in-game duties accomplished.
In BANANA, gamers dive right into a world of gathering bananas, every with distinctive attributes and rarities. By clicking on these bananas, gamers earn factors (PEELs) and have the prospect to commerce them for rewards, together with USDT, with prizes reaching as much as 500 USDT. This participating system ensures gamers keep invested within the sport.
The core of BANANA’s attraction lies within the CARV Protocol, a groundbreaking knowledge layer that provides customers management over their in-game knowledge. By CARV, gamers can personal, management and even monetize their knowledge, permitting them to straight profit from their participation within the sport.
“The rise of video games like BANANA exhibits what’s attainable once you mix Telegram’s big person base with participating, incentive-based gameplay. With over half of Telegram’s 950 million customers interacting with mini-apps month-to-month, we’re solely starting to discover the probabilities,” the CGO of CARV Leo Li mentioned.
BANANA’s success highlights the broader progress of video games on TON. Different video games, like Hamster Kombat and Notcoin, have additionally gained thousands and thousands of customers via Telegram, underscoring TON’s potential for mass adoption of decentralized functions.
Trying forward, CARV is dedicated to fostering additional progress inside the TON ecosystem, exploring collaborations with different TON-based tasks and increasing into first-party sport growth.





