Recently, I’ve seen several blockchain game pools go from “lively” to “ghost towns,” essentially due to inflation and mismatched output: generating a bunch of coins/items daily, but demand can’t keep up, so everyone can only sell, and the liquidity in the pool is slowly drained. A few days ago, new L1/L2 projects launched incentives to boost TVL, and veteran users complained, “Mine and sell,” but it’s even more obvious in blockchain games—once players treat “playing” as “mining,” the economy is left with only selling pressure.


I’m really hesitant to chase newly launched high-yield pools now; I’d rather wait until the hype subsides and see if there’s real consumption (upgrades, synthesis, tickets, etc.) that can absorb the output… otherwise, no matter how well-crafted the narrative, it can’t withstand daily inflation. It’s depressing, but if the output can be made volatile and consumption becomes a necessity, at least it won’t cool off in a week. That’s the plan for now.
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