Not a pre-sale

Not a pre-sale

by Sasha
ru version

Not Pixel is the first community multiplayer game in Telegram where you literally complete with millions of people on the same canvas.

First community game? What about Notcoin, Dogs, Hamster, etc.?
Well, these are not really games. It would be better to call it farming apps, mechanics to distribute tokens across userbase.

How real games look like? They should be fun to play. Vibing, collaborating, winning and losing, sharing with your community — that's what we love about games, that's what makes it cool and fun.

Pay-to-win is not fun.
If winners defined by their wallet size, it kills the whole idea of the game.

We never liked pay-to-win approach. Notcoin was an examples of the distribution that was based on more valuable metrics: skills, activity, reputation, community involvement, etc. so it was actually play to earn.

Dogs used similar distribution model, even without tap-tap mechanics.

At some point new projects started their new era: pay-to-earn (already sounds absurd). Most of Telegram projects that released tokens in the last 6 month basically offered users to purchase "tokens" for stars in advance. So technically, it became a pre-sale, not a game.


Not Pixel = win-to-earn

Not Pixel moved to a win-to-earn model: PX distribution was made around winners, so even players with zero payments were able to win.

Especially in the tournament, those who made templates and those who played days and nights — those who was better in the game, they made it. With or without money, they climbed to the top, they won their reward.

That's what make tournaments cool. Not big wallets, but big passion.

And no one was able to buy PX for money — players had to earn it. Someone could literally put several thousands of dollars to Pixanos and get zero PX. Or buy dynamite and left it unused. Which is much more like in web2 mobile games, and not farming apps.

So why are the expectations from some people to make 10x from in-app purchases came from? Even when they saw that another dynamite or a can of paint adds nothing to PX balance?

My guess it is something that Not Pixel got from those apps who managed to fool people before. Who made pre-sales masked as games. Who basically turned down post-TGE traders and investors, cause they paid big price for someone's 10x and never came back.


Here is the data.

435,787 people received PX drop

– 128,195 winners with zero payments

– 307,592 winners with payments


Winners with payments got PX drop (0.22 USD)

– 224,857 at least x2

– 119,198 crazy x10+

– only 29,995 got less then they spent (avg. -25.5% from purchases)

Overall, 405,792 or 93.5% of winners got more than they spent (hello, silent friends). And when drop depends on skills, this number shouldn’t be 100%.


There is a valid feedback that launch itself was not smooth. We definitely can do better token sending mechanism (while it worked well recently for BUILD and others), have better communications in channels, move faster and make the game better. All make sense — team learns from the process, and improve stuff every week.

And I understand that there are people that expected their bags to go to the moon, and were disappointed facing PX has not multi-billion MCAP on Binance from the day one. These users could be upset with Not Pixel team or my actions — and it is sad to see that, cause the team actually made a huge effort to make it fun, fair and rewarding experience. For all players.

Anyway. The math and the market are actual judges here.

If farmers want to get "guaranteed" money while traders don't buy airdrop tokens anymore, thanks to all the paper hands who are happy to dump — it is a dead end for a project.

And farmers wouldn't care if project would die after TGE, of course.

But we do care fucking a lot. And there are many people in my dm who share this with us.

With the listing on DEX, team created a room for a potential growth through in-game use cases, defi utility and listings.

Even only with tiny TON DEX demand, PX token has bigger MCAP then many other CEX tokens listed recently. And it still has a lot of potential, something that wouldn't be possible for dead CEX projects.

The Real Community wants projects to live and prosper long after the TGE.

The Real Players want the game to be fun first, with strong and sustainable economy, with exciting competitions and tournaments, cool mechanics and rewards.

And I want see The Community of like-minded folks that would go with the team through the hell to bring fun to the games again.

If one have to get all the fud to make it happen— well, it worth it.

— Sasha


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