October 7

PawPower PULSE 1 / transcription PART 1

About Rebranding

TON Cats Rebranding

TON Cats Alpha: "These are not just cats, these are superhero cats."

Tina Malina, CMO: "Yes, we based them on the most famous meme cats. The mission of our cats is to take over the world. And how do they do that? They save humans from sadness, loneliness, and despair. Ultimately, their goal is to take over the world in a kind way, gently wrapping it in their fluffy paws."

TON Cats Alpha: "Yes. There’s nothing sinister about it. Although we do have plans for some anti-heroes, the main mission is to save humanity by taking control. Humanity has no idea what it’s doing or where it’s headed. We tried to design the mascots to resemble the most popular meme cats, but at the same time, not overload them with too many colors or details."

"Next, we’ll have the multiverse concept, where each character can appear in different forms. For example, we’ve already shown a meditating cat floating on a cloud, right? In other forms, this could be the same cat with the same facial expression, but with a sign like: 'Save Humanity!' Then there’s the banana character, which, in other forms, could just be someone on a skateboard, not necessarily a superhero."

Meditating cat

"We’re making both simple line versions and more detailed versions of these characters to emphasize the multiverse concept. And, of course, these characters will also appear in other products—games and other solutions. And probably, we should smoothly transition to discussing products. If there’s more to add about marketing, please go ahead."

TON Cats

Tina Malina, CMO: "I’d like to add a bit more, yes. When we talk about the team, I want to highlight that we have a rather large group of artists, all working, as you said, in different styles. This gives us a visually rich, emotional, warm, and diverse look, filled with different impressions and emotions. And we’ll definitely keep developing this further. When we started the rebranding, we noticed that there are so many different styles of cat memes—graphics, pictures, videos—everything is represented in a wide range of artistic styles. I just wanted to mention that we have a big team of artists, and they’re all working hard for the benefit of TON Cats."

About Products

TON Cats Alpha: "Yes, let's talk about the products now. This is probably the most exciting part for the community at the moment. So, starting from the beginning—those who've been with us from the start know that we committed to developing 12 games for the TON Cats ecosystem. We will absolutely fulfill all of these commitments.

We held a vote on the first five games that we will start developing. I don’t remember exactly when it was, but the first game with the most votes was Snake. Then, if I remember correctly, it was 2048, followed by Bomberman.

Caaaaats

Moreover, Snake is almost in its final stage. All the designers have finished their work, all the game mechanics are written. Right now, we are working on the backend, and we're kind of stuck with it because we decided to create a unified architecture that is more thought-out, allowing us to conduct cross-game activities. For example, completing a task in one game and earning bonuses in another. To ensure this is well-executed, we needed a unified game server for all this. So, we’ve spent a bit more time on the first game since it involves a more complex architecture and structure overall. But in general, we are almost done with it.

So, the first game will be Snake – Caaaaats. At the initial stage, there will be 10 skins. We’ve created three skins in our own style. There will also be, I believe, five skins styled after the most popular projects—like Hamsters, Notcoin, and others. And skins from popular games like Granny, Roblox, etc.

This is mainly targeted at a younger audience because, after analyzing the math and business models behind developing Snake as a game mechanic, we found that the main audience is primarily students—kids aged 8 to 18 years old. This is the largest segment of the Snake audience. And it's a huge audience, really. If you look at the top numbers, the number of Snake downloads in the App Store and Google Play reaches hundreds of millions. Snake is a widely played game. We have 2048 completely ready, but we haven’t launched it yet.

Right now, we’re in the initial phase of product releases. This phase has taken a bit longer due to the backend, but once we launch the first game and refine the internal processes—everything related to cross-marketing, cross-game marketing, rewards, and more—when all of these processes are in place, future game launches will proceed much faster. Also, we’re almost at the final stage of testing our so-called 'tap app.' Tap is just a mechanic. But, as many of you already know, in any product, the key is not so much the mechanic but the value users receive for their actions."

Tap To Invest

TON Cats Alpha: "We decided to move far away from the 'Tap to Earn' concept, which is essentially what most modern tap apps are based on. People spend their time hoping to get an airdrop that will give them something, some money in the end. After analyzing the market, we concluded that this concept is really becoming outdated. These projects are supported by major players, including early pioneers. But it's becoming increasingly difficult to replicate the same success while maintaining the same mechanics.

The TON CATS memtoken is a meme coin that has no intrinsic value and no expectation of financial return. There is no official team or roadmap. The coin is completely useless and is intended for entertainment purposes only.

So, we needed something new, something that could really provide value to the users of the app in the end. The quicker that value can be realized, and the more substantial that value is, the more valuable the assets that users will earn in this process. We spent a long time thinking about different models and trying to figure out what could be both interesting and sustainable. We needed a clear mathematical model, without users endlessly generating huge amounts of tokens within the app, while still ensuring that the value of those tokens is preserved. Ultimately, we realized we needed a concept rooted in our ecosystem that would allow us to scale this idea in the future.

This led to the creation of the 'Tap To Invest' concept. I think it's clear to everyone. Essentially, the token will be the only asset you can use to purchase shares in our products.

I've already mentioned some of the products. We’re planning a minimum of 12 games, and they’ll all be casual games. What does this mean? For example, the classic 2048 mechanic in Catizen—you combine two cats to get a cat of a higher level. It’s the 2048 mechanic, but wrapped in a beautiful design with animations. You’ve probably followed this project, and you know the financials behind it. We understand we likely won’t hit the same numbers because, again, there’s the first-mover advantage when a new product is released and gains traction. It’s much harder to replicate such results.

But still, even if we hit just 10%—right now, let’s say the average revenue per user is $27 and they have 1 million paying users per month—just imagine that in financial terms. If we achieve even 10% or 5% of that, and share part of the profits with users who invested their time and effectively purchased shares in our games.

Take 2048 or Snake, for instance. It doesn’t matter which game. A person who spends their time acquiring a share in the product essentially becomes a co-owner of that product. We will have a dividend payment plan. Dividends will be paid quarterly for each product, and as long as the user retains their share, they will receive quarterly payouts, constant income. In the long run, this is a steadily growing income because we will continue to develop the products—we won’t abandon them halfway.

However, if a user wishes, they can sell their share. It will be in the form of an NFT and will be traded on the market. Someone might want to collect more shares, while others who don’t need them can sell. This is the key concept of the investor model. We’re telling the community upfront, 'Guys, this isn’t going on any listing, it won’t be on any balance sheet. You’ll only be able to spend your tokens to buy shares in our future products.' And because our ecosystem’s development concept includes not only developing our own products but also integrating third-party products from other teams with our financial support, the community will eventually have the opportunity to invest the tokens they’ve accumulated into any product we develop within our ecosystem.

Additionally, we understand that people want to get something out of accumulating tokens—essentially, while building up their base. So, we’re integrating smart contracts into future updates of the Tap App, and each of you will be able to withdraw or sell the tokens you’ve accumulated. These will be similar to the vouchers we’ve previously issued. We haven’t yet activated this mechanism because we first want to understand the growth dynamics. Once we’ve done the math and figured out what these vouchers should be, we’ll connect the smart contract to the app, and those of you who are not interested in investing, but just want to earn something immediately, will be able to withdraw your tokens to the market. And for those who are interested in investing in our products, they’ll be able to increase their number of tokens by buying them on the secondary market.

In my opinion, this is the most optimal combination of concepts currently available on the market. This combination allows us to give long-term value to users, value that is product-based rather than liquidity-based.

In our case, we’re saying, 'Guys, yes, you can spend time; yes, you don’t have to invest in our product—you can sell our token on the secondary market, and surely someone will buy it from you because there will be people who want to become co-owners of the products.' A person who obtains a share becomes a co-owner of the product and receives a steady passive income. This is a completely different concept.

Regarding the numbers—I’ve already given you some figures. Even if we reach 100,000 paying users a month, with each user’s average check being around $10, we’ll be collecting about $3 million every three months. A portion of that profit will be passively redistributed among users who accumulate and invest their tokens in our product—whether it's Snake, 2048, or any other game.

What’s also interesting here is that because there will be many products, there will always be a balance between user interests. Some people can afford to buy upgrades, right? Others might be able to spend time tapping 24/7. So, to balance things among users, we came up with the model where if someone invests their tokens into a product, those tokens are burned. In essence, the tokens are transferred to us, and we burn them because we don’t need them. What does this mean? It means the leaderboard will constantly shift. For example, 1,000 users who managed to buy shares in our first product will exit the leaderboard because they burned all their tokens when they invested in our first product. This allows those who were lower on the leaderboard to move up by 1,000 points and take the top spots.

This allows people who can’t spend as much time or don’t have enough funds to quickly enter the product to gradually rise to the top of our leaderboard and eventually invest in and acquire shares in the next product. When we put all of this together and analyzed it, we realized this is a really exciting model. And, of course, we’ll be interested in hearing the community’s thoughts on it."