May 8

Heart Of the Digital Economy

introduction

“The programmers of tomorrow are the wizards of the future.”
Gabe Newell, founder of Valve.

From the simplest pixel arcades to multi-million dollar multiplayer universes.


Gaming has become more than entertainment; it's a driving force in the cultural evolution of the modern worldview. It is clear that more than 40% of the world's population has experienced the gaming world through a personal computer, laptop, smartphone, or even their favorite Tamagotchi or old Nintendo console.

20 years ago we saw the history of development from the technical side of the issue: the trend of arcade game clubs was changing to personal computers and home consoles, and the quality and quantity of pixels grew with the young generation of gamers.

PASTE HERE ATARI PIC

The vector of the cold race of hardware and graphics was replaced by the battle of sales and marketing departments: the user who bought/assembled a game “machine” needed ways to use it.

So, innovations in the ways of distribution, retention and monetization of already existing content and audience came into play.


Impress, Spread, Scale, Repeat.

This is the digital age, built on the echoes of those rebellious, almost “punk” decisions in the industry, turning upside down the whole concept of games, game content and the social factor that these decisions were able to create within the game industry.

As a result, we got huge communities and guilds instead of a school circle of “geeks”, huge online stores instead of pirate video stores, and, of course, millions of micro-transactions instead of buying floppy disks, disks and cartridges

In this era, in addition to newfangled consoles, joysticks, and loot boxes, there's a nascent storm that still seems to be everyone's ridiculous attraction to gambling and dabbling in relation to the gaming world: blockchain.

Blockchain gaming has been trying to enter the mainstream for several years now, and it's impossible to talk about it other than as an experiment at this point. There are no facts on the horizon to prove that the notorious “decentralization”, transparency and democracy of code and some digital coins will take over the industry.

Or is that not quite true?

What if we compare the history of current crypto-startups in the world of gaming with something “simple” and familiar to the average user? Take the titan of past decades as an example, and try to find common features between pixel montage, headcrab and Telegram clicker?

Through the telescope of our researchers: Valve and Not Games.

-> Valve, who not only created the iconic games of their generation, but also transformed their work into the revolutionary Steam platform, which changed the way the gaming world approached the concept of “community” as well as the distribution and monetization of their own and third-party products.

- How has Valve changed gamers beyond recognition?

- Why is Valve still not keeping up with the times?

- What lessons has the Open Builders team learned from its experience?

And most importantly, why blockchain may be the only sensible future for the billion-dollar gaming industry.


Chapter One: The Birth of a Legend.

Valve's influence on the industry.

We are successful because our customers and partners feel that our services make them grow too.

Today, Valve is a huge corporation that channels more than 70% of all PC game sales on the planet through its service. The near-monopoly in publishing and monetization of products released under Valve's wing, with a 30% commission, has created a multi-billion dollar net profit per year.

One of the key player-unicorns of the global industry, Valve was founded in 1996 by Gabe Newell and Mike Harrington as a studio of innovative action games against the backdrop of the looping triviality of one-syllable games of the 90s.

Already in 1998, the answer to the question — what games can be in the new era, was the first Half-Life game.

Half-Life became an innovative game due to a number of factors that first appealed to a mass audience: instead of the traditional non-immersive immersion in a huge number of animated cut-scenes, the game immersed the user in the process by the direct simplicity and responsiveness of the game world.

The game reacted to the player's actions, creating a sense of total immersion in an unrealistic world and bringing a certain surrealism to the actions happening around the user.

Half-Life became not just a successful game, but a real cultural phenomenon. The game won more than 50 Game of the Year awards and sold more than 9 million copies. The success of Half-Life was due to several factors.

In addition to a unique approach to storytelling and interaction with the surrounding world, the studio introduced revolutionary for its time physics and artificial intelligence of enemies.

Interesting fact: in the movie 2023, dedicated to the 25th anniversary of the game, Newell told about the “theory of fun”, thanks to which even the choice of the main [iconic] weapon of the main character, namely Gordon Freeman's monster was chosen at random, due to the simplicity and convenience of its use.

The pleasant sound of hitting a wall made the developers of Valve themselves spend dozens of hours in their game just digging through walls with this tire iron.


Interesting fact: in the movie 2023, dedicated to the 25th anniversary of the game, Newell told about the “theory of fun”, thanks to which even the choice of the main [iconic] weapon of the main character, namely Gordon Freeman's monster was chosen at random, due to the simplicity and convenience of its use.
The pleasant sound of hitting a wall made the developers of Valve themselves spend dozens of hours in their game just digging through walls with this tire iron.

The main role in scaling one series of games was the fact that modding was supported — which later led to the emergence of such global gaming phenomena as Counter-Strike and Team Fortress, which later made Valve the market leader.

Valve didn't just allow fans to change the game — it encouraged it by releasing official modding tools. This attracted a huge number of enthusiasts who started experimenting with the Half-Life engine.

In 1999, two developers, Min Lee and Jess Cliff, released a mod for Half-Life — Counter-Strike. Within a few months, the mod became the most popular online shooter, and Valve didn't miss the moment:

  • In 2000, the company bought the rights to the game and hired its creators.
  • CS got an official release and became a major competitor to Quake and Unreal Tournament.
  • This was the first time that a corporation did not create a game from scratch, but integrated a successful mod into its business.

The original Team Fortress (1996) was a mod for Quake, but its creators, TF Software, began developing Team Fortress Classic on the Half-Life engine.

  • Valve hired the developers and subsequently released the full-fledged Team Fortress 2 (2007).
  • This was another example of outsource (or community-oriented) approach to game development.

Valve didn't just make successful games, they created a business model based on community involvement:

- Using other people's ideas → turning them into hits.

- Monopolization of the shooter market (CS became the standard for cybersport).

- The foundation for Steam: the popularity of mods and online games pushed Valve to create a digital store, which then captured 75% of the PC game market.

This is how “fun theory” became a business strategy that allowed Valve to stay ahead of the competition for years to come: while other studios spent years on new ideas and developments, Valve promoted and improved the successful ones and turned them into bestsellers.


Chapter Two: Useful Tool or Market Phenomenon? — Steam.

The success of Half-Life not only strengthened Valve's position in the market, but also gave the company resources for further development. The game was recognized for its unique mechanics, deep story and revolutionary approach to game design. However, the question arises — what is the difference between Valve and other publishers that brought them to the top?

It's all about revolution: Valve brought it to the industry later, launching the Steam platform in 2003.

The original format of the platform meant only a tool for automatic updates of the company's own games, such as Counter-Strike 1.6 or Half-Life, which received the second part of the franchise in 2004.

As if “in response” to the users' dissatisfaction with the mandatory activation of the new Half-Life part through the platform for its stable work, already in a year the first third-party games, for example, Rag Doll Kung Fu and Darwinia, appeared in Steam. After the introduction of support for automatic updates for third-party games, the snowball of innovations starts to roll with furious force:

  • 2006 – support for automatic updates for third-party games is added.
  • 2007Steam Community (friends, chats, profiles) is launched.
  • 2008 – games from Ubisoft, EA and 2K Games appear in Steam for the first time.
  • 2009cloud saving system is introduced.
  • 2010 – launch of Mac version of Steam, expansion to new platforms.

And here we are at an important point — instead of publishing a single breakthrough game, we have a social network, ecosystem and aggregator of the most interesting novelties of the game industry in one application. Somewhere in the background, an arcade machine sparkled....

But the peak of growth and development of digital distribution could not be achieved without a democratic approach: until now, the platform had a separation between developer and player, as supplier and consumer.

The years 2011-2012 were the first steps for Steam in creating its own, “in-game”, ecosystem economy. First, Steam Workshop was launched, which allowed the monetization of the “modding” mechanism - players could sell mods and content for existing games.

Then the indie game market took off: thanks to the Greenlight feature, the community could “by the hand” bring any favorite game from indie studios and solo developers to the main Steam store for further sale / official distribution. A democratic way to gain exposure in the global community of gamers, isn't it?

Interesting fact: games such as The Forest, Rust, Don't Starve, Hollow Knight, Celeste and Stardew Valley were able to gain worldwide popularity thanks to Greenlight, now simplified to Steam Direct.

And here it is — the peak of decentralization and economic value of Steam: in 2011 Valve added the ability to exchange items between players. The first games, Team Fortress and Dota 2, not only gave the user real freedom of action with the “game loot” obtained as a result of time spent on the games, but also laid the foundation for a new branch of monetization of the platform.

But sharing could not exist for long without the concept of trading, and the rarity of certain items allowed users to independently create a value shell for rare skins or upgrades — just like in MMORPG auctions that existed throughout Steam's development.

The in-game markets of Ultima Online (1997), Everquest (1999), the auction house in World of Warcraft (2004), and even selling on eBay allowed Steam to integrate this idea into its ecosystem as well, popularizing it into one of the most successful economic mechanisms:

2012-2013 with the launch of Steam Community Market, allowing in-game items to be sold for money in Team Fortress 2, Dota 2, and Counter-Strike: GO. In addition to regular skins, Valve also implemented the idea of “collectible cards” that a user receives for time spent in a particular game — and the rarity of these cards also gave them value.

How was the Steam trading platform revolutionary?

- Integration with popular games - CS:GO skins, Dota 2 items, cards.

- Legality and security - official Valve support, fraud protection.

- Massiveness - millions of players are involved in the market.

- Automation - Valve charges 5-15% commission, but users get a convenient trading mechanism.

While the very idea of digital commerce existed before, Steam Market was the first fully centralized, secure and mass market platform where in-game items gained real market value.

Later, third-party games were also connected to SCM, making Valve a pioneer in creating a sustainable economy with digital assets, which later led to the rise of NFT and blockchain gaming.

What do we have now?

By 2023, Steam has become the largest digital distribution platform, with more than 120 million active users and a library of tens of thousands of games.

Steam's impact on the market cannot be overestimated: the platform not only changed the way games are distributed, but also created new standards for monetization, community interaction and support for independent developers.

Initially the platform was conceived as a tool for automatic updates of games, such as Counter-Strike and Half-Life 2. However, very quickly Steam turned into something more — into the largest digital games store, which offers developers a convenient way to distribute their products, and players — access to a huge library of content.

The platform offered a convenient way to buy, install and update games, and introduced features such as cloud saves, social networking for players and in-game purchases.

But there's one big BUT to the “good startup” example — we're talking about a corporation built from the ground up, completely centralized even in relation to the community.

In addition, we are missing a lot of failures on Valve / Steam's way to the cherished title of “unicorn”: the company has repeatedly tried to integrate into its ecosystem previously failed ideas, ranging from its own operating system SteamOS, to its own controllers and even updates to solutions already existing on the platform.

At the same time, this did not prevent Steam from reaching absolutely record-breaking values: in 2019 the number of registered accounts reached 1 billion, and in 2023 and in general, a record of 33 million simultaneous players in the network Steam.

Gable Newell's monopoly remains unshakable in its field, despite its competitors — so it's time to turn to blockchain, the other important arm of the 21st century digital age.


Chapter Three: The collision of Web2 and Web3.

Looking to the future, it's clear that Web3 is slowly lapping up the rest of the gaming industry. The influence of major unicorns, including Valve, on this connection cannot be overlooked.

Steam has made the company one of the largest publishers, distributors, and economically advanced gaming platforms in the world, but its attitude toward cryptocurrency has always been cold, if not hostile.

Steam users' first introduction to crypto was a short-lived, and very unpleasant, “date.”

In 2016, Valve made a high-profile announcement amid the growing popularity of the first orange digital coin: in cooperation with the processing gateway Bitpay, one of the ways to replenish the balance inside the site became Bitcoin, which then cost in the neighborhood of $2000 dollars per coin.

-> But a year later abandoned it, citing high fees and volatility - the coin exponentially grew to $20,000 and, showing the swing in its true nature, could not be used as a stable means of payment and replenishment, there was no Salvadoran model of acceptance.

However, the true reasons may have been deeper: cryptocurrencies threatened Steam's centralized model and its control over the ecosystem.

Blockchain could become a tool for direct digital sales between users, which would mean lost profit for Valve. The NFT concept itself, which fits perfectly into the digital gaming economy, has been outlawed on Steam: in 2021, the company completely banned games with blockchain assets and NFT, explaining this by the risks of fraud and speculation. Against this backdrop, Epic Games, on the other hand, has opened the doors to blockchaingames, gradually conquering the audience of Web3.

This decision shows not only the caution of Valve, but also its strategy of domination. Gabe Newall’s company built an empire on centralized control, creating ideal conditions for developers, but not for decentralized economies.

Steam now holds more than 75% of the market for digital game distribution: almost every major PC game is released on Steam, and its competitors are no global threat to this monopoly.

Even publishers who have their own launchers (Ubisoft, EA, GOG, Microsoft, etc.) are forced to sell their games on Steam.

However, dominance has weaknesses:

Mobile platforms are dominated by Apple and Google, where their “proprietary greenlight” allows any developer to bring their creation to the broader market of supply and demand.

Valve, leveraging its network effect (the more players and developers, the greater the influence and demand), attempted to enter the mobile space with its Steam Deck. However, this niche product remained too localized and not widely sought after by gamers.

Most importantly, Steam is not keeping up with the times. Its centralized model significantly limits the potential of new digital economy formats.

Blockchain games, NFTs, or simple play-to-earn models—all these trends are evolving outside Steam, under their strict ban on such environments, which prevents new generations of gamers from fully embracing the largest gaming ecosystem.

The irony of this “bulky old Valve cabinet” concept is that if they had adopted their “imitate and dominate” approach from direct competitors like Epic Games, their ecosystem could have scaled to unprecedented heights.

Epic Games has indeed been more open to Web3 than Steam, but even they haven’t sparked a revolution. They allowed blockchain games to launch on the Epic Games Store, albeit without much enthusiasm.

What did we see from Epic?

- Blankos Block Party (2022) — the first Web3 game launched on the Epic Games Store. A mix of Fortnite and Roblox with NFT avatars that can be bought, sold, and customized. While it gained some attention, it didn’t become a mainstream hit.
- Gods Unchained (2023) — a card game in the style of Hearthstone, but with NFT-based cards. It already had a PC audience, and its launch on the Epic Games Store expanded its reach.
- Illuvium, Star Atlas, Grit — projects that were planned to launch (or have launched) on the Epic Games Store, but none have yet become the next “Fortnite.”

Overall, Epic doesn’t restrict Web3 developers but also doesn’t actively promote them. They simply provided a platform, while Steam firmly shut its doors. But what if Steam were to crack those doors open one day?

And so, we arrive at the pivotal moment in the gaming industry’s evolution — shifting the initiative from Web2 unicorns to the freedom of Web3 ideas.

Probably Nothing?


Chapter Four: Not the Red Pill.

What do you know about Notcoin’s success?

Notcoin achieved a staggering over 35 million users in its first few months, setting an absolute record for the rapidly growing Telegram Mini Apps market at the time.
At its peak, the Notcoin App saw over 5 million daily active users, a figure comparable to major mobile games on the App Store and Play Market.
Web3 gamification: Notcoin rightfully proved that a simple mechanic, integrated into a messenger, can be a powerful driver not only for mass audience engagement but also for sparking a new phase in the gaming industry’s evolution.

Notcoin’s success is more than just records and statistics. It’s a demonstration of how a simple idea can unite millions of people in a new digital environment. Now, based on this proven model, an entire ecosystem is being formed, opening opportunities for a wide range of users. (Remind you of anyone?)

  • Trader? Trade $NOT.
  • Gamer? Earn $NOT.
  • Developer? Build within the NOT ecosystem.

Notcoin initially gained immense popularity due to its simple Tap-to-Earn mechanics and attracted tens of millions of users by introducing them to the world of Web3 and the TON blockchain.

However, despite its viral growth, the Tap-to-Earn model faced a number of limitations: the market was flooded with clones, the gameplay itself was superficial, and the main motivation for players was token farming rather than enjoyment.

@takoy_sasha recognized that the genre was unable to evolve beyond the initial hype.

Recognizing these problems, Open Builders made a strategic decision to move to a more sustainable model focused primarily on gameplay (gameplay-first). This is how Not Games came to be, a platform where games are created to be fun to play and Web3 elements such as asset ownership and economic incentives serve as a supplement to gameplay rather than its primary purpose.

This transition reflects a general trend in Web3 gaming: a shift from Play-to-Earn (P2E) models, where earnings were placed above play, to Play-and-Earn models, where entertainment is complemented by economic opportunities.


Not Games

Not Games is a gaming platform created by the Open Builders team, growing out of the popular Tap-to-Earn game Notcoin on Telegram. In fact, it is not just a collection of games, but an entire ecosystem designed to unite various games within Telegram into a single space with a common economy.

By creating games with assets that hold their own value — be it a legendary skin from the "first season" or a "sword for 10,000 kills" — you can not only bring fun and competition to the game but also build an entirely new digital economy. This could mark a new milestone in the evolution of Web3 gaming.

In our view, truly valuable game studios and teams with unconventional approaches to games should have a "place of power." A kind of universe that brings everything together — whether it’s DLC for a game, achievements, or collectible items.

Think of it as showcases filled with badge elements, achievements, collectibles, skins, games, and more.

And it seems that Open Builders is tackling exactly this issue.

We have a great analogy: Open Builders as Valve, Notcoin as Half-Life, and Not Games as Steam + Greenlight/Steam Direct.

  • Open Builders creates the infrastructure around the community, managing key processes while empowering the community to create and develop new products.
  • Notcoin sets the tone for the entire ecosystem.
  • Not Games becomes a platform for creating indie games in the form of mini-apps.

The system scales alongside the Telegram ecosystem.


The Games

Lost Dogs: The Way

Not just a game, but rather a whole story about hard choices, betrayal, friendship, love and relationships between its characters.

The phrase "Dogs are people too" describes the whole Lost Dogs universe.

Starting from the first encounter in the desert, passing through the construction of an entire civilisation and crushing on its ruins.

For users, this story was proof that a properly constructed narrative in web3 is never boring.

Lost Dogs team has a unique perspective on creating their games, they are good at integrating something new, advanced, avant-garde.

What can we expect from this team next? There are a lot of options, starting from the next parts of narrative epics and ending with card based games.

Dogs

We will talk about one of the games within the Dogs ecosystem - Disc Trickster.

This game has only recently debuted in the runner genre, but it's already attracting attention thanks to its addictive gameplay and stylish pixel art. ~ even an exclusive soundtrack has been added

It's worth noting that the game's release of cosmetic items to customise your Spotty is, in my opinion, the most obvious next step.

Want an upgraded frisbee? A stylish sweatshirt? Or dress your doggie up in a costume from your favourite sticker pack?

Exactly how the team will present the customisations - we'll find out soon enough.

IRL the transformation of your "model" is also on the way.

And we're not talking about Los Santos Customs.

Not Pixel

Pixel has survived the listing, waves of negativity and discontent, completely staying afloat - people believe in its future.

At the moment large-scale changes are being prepared.

The team is working on: new modes, tournament, steaking and nft integration.

The positive mood in the community is promoted by frequent token burns and a well-formed roadmap. By the end of 2025 (with updates to Q4), expect new game modes (PX Battle, Pixel Royale, NFT map), tournaments, NFT Minter, Pixel Marketplace and services for steaking $PX and other tokens.

$PX steaking is available now with an APY of up to 24% for 90 days. Not Pixel is a vibrant, evolving ecosystem where creativity meets thoughtful economics.

Buy $PX, hold, sell, steak, use on canvas, or like buy new effects on TNT, why not.

Customization with unique animations and skins for TNT, Recharge, Paint Can could be coming to the game very soon along with the release of Not Games platforming. And stickers? It would be interesting to see them integrated into Not Pixel as well - sounds like an interesting development.

Key Factors for Performa $PX

  • Sustained organic growth: PX token shows positive dynamics, in some places even against the general trend of the market, forming stable support levels
  • Transparent operations: all team actions are transparent and can be verified through public wallets
  • Consistent fulfillment of promises: from token redemption and burning to launching new features and modes
  • Active community: active user base and community support creates a sustainable foundation for further growth
  • Clear development plan: a detailed roadmap with specific timelines for implementation
  • CEX listing?)

My team and I made a handy dashboard for project analytics, you can check out all the tools here:

Official website and web version: notpixel.org

Analytics on Dune: https://dune.com/gamedevdead/notpixel

Program tracking: pxback.ton, pxburn.ton, pxfund.ton wallet addresses are public.

Void – lootboxes, skins, ranked mode.

As the first season approaches, VOID is moving towards a clear structure and significant innovations.

The ranking system will be completely revamped, with one competitive mode - Battle Royale - and five leagues to make progress felt in the here and now.

We were told about the key updates at Telegram Games Day: were shown lootboxes with in-game items, skins, which will be modified during the game. You will be able to get them for progress in the rankings.

Leaders will get real rewards, in-game economy is developing - maybe boosts will become more available, and trade between players will reach a new level.

VOID is gathering the best and putting things in order - the time is truly beginning when web3 gameplay can be a lot of fun.

Adding trading and P2P trading to VOID is not just a step forward, but a real leap forward for the whole game. A vibrant economy, the ability to exchange rare items, and player-driven value creation make VOID a full-fledged gaming ecosystem. All of this gives Web3 gaming the depth and engagement it has been missing.

Hitoku

Who says you need a long warm-up period for a hype game?

Hitoku burst into Telegram Games Day like a thunderclap, launching the closed beta right away. This isn't another OSU clone - it's a deep dive into Japanese aesthetics, its own lore and a sound design that gives you goosebumps. Their goal, as one of the creators says, is to "make 'tap' great and fun again," through visuals and atmosphere. Customisation through collectables is already here.

It feels like we're on the cusp of the old "E3 wibe" for Telegram games and Hitoku is one of the headliners.

Beyond the basic gameplay Hitoku shines with a rich system of collectibles: songs, skins on the main character, and in the future it would be interesting to see the creation of your own collectible - adding your own track to the game (module IP).

View on the game from one of the creators:

— “My general thoughts are: I wouldn’t say we’re reinventing OSU, because OSU itself is already a reimagination of several games. Rather, OSU is a familiar reference point that’s easy to compare with. Hitoku is a rhythm game with a pleasant atmosphere and its own internal lore/world (however you want to call it). Visually, we draw inspiration from Asian (mainly Japanese) culture. Overall, I want people to dive into the game not just through the action of ‘tapping’ but also through its visual aesthetics and overall vibe. On a broader level, we’re trying to make tapping great and fun for once.”

Glance: The Game

As the first season approaches, VOID is moving towards a clear structure and significant innovations.

The ranking system will be completely revamped, with one competitive mode - Battle Royale - and five leagues to make progress felt in the here and now.

We were told about the key updates at Telegram Games Day: we were shown lootboxes with in-game aitems, skins, which will be modified during the game. You will be able to get them for progress in the rankings.

Leaders will get real rewards, in-game economy is developing - maybe boosts will become more available, and trade between players will reach a new level.

VOID is gathering the best and putting things in order - the time is truly beginning when web3 gameplay can be a lot of fun.

Adding trading and P2P trading to VOID is not just a step forward, but a real leap forward for the whole game. A vibrant economy, the ability to exchange rare items, and player-driven value creation make VOID a full-fledged gaming ecosystem. All of this gives Web3 gaming the depth and engagement it has been missing.

Degrees

Degrees is an example of how a real contest winner not only exists, but evolves. The project has grown from a simple arcade into something with a depth of gameplay design that is the envy of many crypto games. Their NFT integration is unequivocally top 1 on TON (Not Wise, your challenge is accepted).

Behind the project is a funder with ideas that inspire, and it shows: Degrees is alive and well since Fall 2024, proving its resilience and potential. We follow with great interest.

The game is built on the value of data and user achievements -> tournaments have been introduced where you can win stars -> and future updates will bring cosmetic improvements to the game.

We are watching with great interest. Get Degreesº

Not Wise.

Owls, owls, owls. The legendary collection on TON, which has become a cult through the years, is now growing its own world, where users will be able to touch the lives of these owls. Manage, fight, explore and discover new game experiences, be in the role of trainer and teacher.

A strong community, an author's view on digital art and just fun muvs on the blockchain - that's what makes owls memorable.

— KokoronoKi art that comes to life in play.

The best description of the game so far has been given by Ellen herself: “Kokorono Ki - which means ‘tree soul’ in Japanese. It's a space created in collaboration with @notcoin where my stones, souls, races and birds will come to life, infusing a new world with meaning and energy. It's more than a game - it's an ecosystem, a home for all my art, where every character and element gets its own place in this reality.

Welcome to a world where art takes on a life of its own and imagination becomes a new form of being.”

“Every NFT work previously created with TON Diamonds now unlocks special bonuses for its collectors in my new game” - Scheidlin on Art.

So beautiful you've never played a game before.

Runners - Pure fun in the spirit of Notcoin.

Sometimes you don't need a deep strategy or a complex plot. What you need is pure, uncluttered fun, like in good old arcade machines. These games are about Notcoin's vibe: simple, fun, addictive. A perfect time-killer and a way to catch a wave of hype. As a mini-game, it's simply the best you can find

The NotGames marathon is just beginning.

All of these games are getting "Notcoin Direct" first-born status, some are already out with fireworks and some are still gathering the interest of their future audience.

Can we assume that we'll be seeing Not Deck anytime soon? - Unlikely.

Can we assume that Not Games' expansion into the world of mobile gaming in the Telegram format will continue? - Absolutely.


In the original Matrix movie, Morpheus offers Neo a choice between the blue pill and the red pill. The former leaves him in a familiar illusion, the latter opens his eyes to reality.

Notcoin is the moment when Web3-gaming decided to take the red pill.

-> Steam taught the market that the ecosystem is more important than individual games.

-> Epic Games showed the power of free products and open source developer tools.

-> Mobile F2P taught how to attract millions of players through simple mechanics and social interactions.

With Telegram Mini Apps and an embedded messenger audience, Open Builders saw an open opportunity to “reboot the system” and leverage it based on Web2 and Web3 collisions better than their large predecessors had attempted to do.

Agents of the traditional gaming industry don't see the threat. In the first part of the movie, agents are confident that the system is reliable. Likewise, the big Web2 companies are slow to recognize the power of Web3 gaming.

Thanks to the viral spread, the entire Telegram audience that has interacted with Mini Apps at least once has learned about Notcoin - and now we have an interesting set of future unique ecosystem on a ready-made base and a huge amount of experience in the gaming industry.

And there are simply no competitors with such a wide audience.

The future of Not Games will be determined by how successful it will be to implement the very trading system, which in its time was able to win millions of hearts among Steam users. Games are not just about “explosions and shots on the screen”, they are about social interaction, about being able to express yourself or help others.

The real gaming experience is where there is a friendly community.

While the community is arguing about the future of Web3-gaming, Not Games is already building it. And if someone still can't see it, maybe they just haven't chosen the red pill yet.

Thank you for attention and see you soon!


Author: Arthur Yan

Editors: Arni The GOAT , Zerosky Broski