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Can't Cease Peeling Received't Cease Peeling: TON BANANA Recreation Hits 5 Million Customers in 3 Weeks

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Santa Clara, CA, August 21, 2024, Chainwire

BANANA, a TON idle sport, continues its meteoric rise, hitting 5 million customers in lower than three weeks. This milestone solidifies BANANA's place as one among TON's quickest rising video games and highlights the large potential of the TON blockchain for consumer engagement.

Powered by CARV, the main modular knowledge layer for video games and synthetic intelligence, BANANA's success story began with a bang, gaining 1 million customers in simply 72 hours after launch. So far, BANANA has greater than 1 million every day lively customers, 1.4 million related social accounts and 45 million accomplished sport duties.

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In BANANA, gamers enter a world the place they acquire all kinds of bananas, every with distinctive traits and rarities. Clicking on Bananas rewards gamers with factors (PEELs), and when luck is on their aspect, gamers can change these bananas for numerous rewards, together with factors and USDT (as much as 500 USDT), making certain engagement.

On the core of BANANA's enchantment is the CARV protocol, a revolutionary knowledge layer that gives customers with unprecedented knowledge sovereignty. Gamers can personal, management and monetize their sport knowledge and instantly take part within the worth their engagement creates.

“In the present day we're not simply celebrating the expansion of gaming – we're ushering in a brand new knowledge period and empowering the way forward for knowledge in gaming and AI,” stated CARV CGO Leo Li. “Reaching 5 million customers proves the ability of motivational video games at TON. We’re dedicated to a good, clear knowledge ecosystem that may profit each companions and gamers, and we look ahead to additional developments on this route.”

The sport's success is an element of a bigger pattern inside TON. Different video games like Hamster Kombat and Notcoin have additionally attracted hundreds of thousands of customers on the Telegram chat platform, displaying the potential of the TON blockchain for mass adoption of decentralized purposes.

“The rise of video games like BANANA exhibits the large potential whenever you mix Telegram's massive consumer base with motivation-focused gameplay,” defined Li. “With half of Telegram's 950 million customers interacting month-to-month with widgets, we're simply scratching the floor of what's doable.”

As a part of its dedication to help progress inside TON and leverage the workforce's experience in consumer engagement and knowledge administration, CARV is open to collaborating with different revolutionary TON-based tasks and deepening its foray into first-party sport improvement.

“BANANA's success is just the start – we're excited to proceed pushing the boundaries of mixing partaking gameplay with user-centric knowledge. Watch this area.”

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To play BANANA and begin incomes, try Twitter (X) or Telegram.

About CARV

The CARV Protocol is a modular knowledge layer that facilitates knowledge change and worth distribution throughout the gaming and AI sectors. It contains complicated knowledge movement processes, together with knowledge validation, identification verification, storage, processing, mannequin coaching, and worth distribution. With the CARV protocol, each particular person can now personal, management, confirm and monetize their knowledge, revolutionizing the best way knowledge is used and shared by making certain that privateness, possession and management are firmly within the arms of people, pioneering a future the place knowledge they generate worth. for everybody. Be a part of the full of life group on Twitter (X), Discord and Telegram.

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ContactCOOVictor Yuvito@carv.io

This text was initially printed on Chainwire

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