Web3 Gaming Tokens: Why Most Failed and What Survived

The Web3 gaming token category went through a brutal cycle between 2021 and 2024. At the peak, gaming tokens collectively represented over $30 billion in market cap. AXS, SAND, MANA, GALA, IMX, and dozens of others attracted massive speculation from investors betting that blockchain gaming would disrupt the $200 billion traditional gaming industry. By 2023, most of these tokens had lost 90-95% of their peak value.

The failure pattern was consistent. Most Web3 games launched tokens before their games were ready, attracting speculators rather than players. When token prices dropped and speculative interest waned, the “player” base evaporated because it was never a player base to begin with — it was a trader base. Games that needed ongoing revenue from player spending couldn’t generate it because their users were trying to extract money, not spend it. The play-to-earn model turned players into employees who quit when wages dropped.

The survivors shared common traits: actual gameplay quality (Gods Unchained, Pixels), infrastructure value independent of any single game (Immutable, Ronin), or strong enough IP and community to survive the bear market (Loot, Dark Forest). Projects that invested in game quality over token mechanics fared better, confirming the obvious-in-retrospect lesson that games need to be fun before they need to be financialized.

By 2025, the narrative had shifted from “play-to-earn” to “play-and-own” — a subtler framing that emphasized player ownership of in-game assets without promising income. This reframing acknowledged that sustainable gaming economies require most players to spend (as in traditional gaming) while a minority of skilled or dedicated players might earn. It’s a less exciting pitch than “earn money playing games,” but it’s a more honest one, and the games being built around it have a better chance of actually working.


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