TON ecosystem game ‘Banana’ reaches 1M users in 72 Hours

‘Banana,’ an idle sport inside the TON ecosystem, has hit a million customers in below 72 hours.
Gamers accomplished 2.9 million in-game duties and linked 580,000 social accounts to the sport. This fast and enormous adoption highlights its enchantment to each Web2 and Web3 players.
What’s Banana?
Banana permits gamers to gather digital Bananas, every with distinctive attributes and rarities. Gamers earn factors, referred to as Peels, by clicking on Bananas, which might then be transferred to Tether (USDT). The sport additionally allows the buying and selling of Bananas for varied rewards, sustaining participant engagement.
Banana provides varied options to interact gamers, corresponding to every day rewards, completely different peel rewards based mostly on rarity, and alternatives to earn extra Bananas by duties like linking CARV ID, social interactions, and referrals. Gamers can promote Bananas for USDT and Peels, with rarer Bananas fetching greater costs.
Essentially the most priceless Banana, Matrixnana, may be bought for 500 USDT. Moreover, gamers who bind and mint their CARV ID can convert their in-game achievements into tangible rewards.
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CARV’s innovation
The sport is powered by CARV, a modular knowledge layer for gaming and AI. Banana’s launch is a key a part of CARV’s enterprise technique, which incorporates knowledge infrastructure and gaming platforms.
Leo, CARV’s CGO, commented on the launch, stating that it represents an essential step for CARV inside the TON ecosystem.
The launch “underscores CARV’s position as a driving drive in Web3 gaming adoption and consumer acquisition, introducing a novel mannequin of play-to-earn. By introducing first-party sport growth and adtech capabilities, Banana not solely expands our technological footprint however offers customers a lifetime membership to passive revenue,” stated Leo.
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