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23.01.2026

Blockchain

Telegram crypto games after the hype: top 9 projects of 2025 that will be successful in 2026

telegram-crypto-games-2025-top-9-still-active-2026

Arionis Games Expert Review

In 2025, Telegram crypto games experienced a turning point: the market began to shift from "viral tapal" games to products where value is based not only on airdrops, but also on more sustainable scenarios — mini-apps, in-game ecosystems, tasks, social features, and integration with Web3 infrastructure.

In short: after the hype, it wasn't those who promised the loudest that survived, but those who managed to turn the "first 30 seconds of interest" into a repeatable user habit. Three factors influenced this:

  • Lowering the barrier to entry through Telegram Mini Apps (and the familiar "in-messenger" UX)
  • Shifting focus from “tap” to “utility/experience”: hubs, tasks, collaborations, content loops, social mechanics
  • Fighting bots/cheating and rebuilding economies after the first waves of airdrops (often painful, but necessary)

Below are nine projects that were buzzing in 2025 and are maintaining their momentum and product momentum as of early 2026. We're deliberately avoiding making "earnings promises" or ranking them by potential profitability: this is the most common source of disappointment in 2026. Instead, we'll explore why the project has held up , what its product "skeleton" is and what signs of stability are already visible.

How we understand "successfully operating in 2026"

To avoid slipping into yet another top-tier "subscriber" category, we look for five practical signs:

  1. The project continues to release updates/seasons/events (and does not live in an archive)
  2. The mechanics have expanded beyond just airdrops: tasks, hubs, modes, collaborations, and utilities have appeared.
  3. Economic/anti-bot measures are evolving, not pretending that bots don't exist.
  4. There is a clear infrastructure trajectory: chain, wallets, output/internal functions
  5. The community is vibrant: discussing updates and activities, not just “when is the listing”

Top 9 projects of 2025 that will noticeably "hold on" in 2026

1. Notcoin (NOT) – From Game to Ecosystem and Gaming Hub

Why the project survived: Notcoin evolved from a one-time viral event into the idea of a "gateway" for mini-games and activities within the TON ecosystem. In 2026, the logic shifted from "tap" to "explore," with explore-to-earn mechanics and plans to expand GameFi integrations.

An interesting fact (not obvious to most top executives): Notcoin is essentially testing a model where a token and a user's attention become a "universal ticket" to various games/mini-products. This is closer to a platform than a standalone game.

Signal for 2026: the expansion of “Not Games / gaming hub” is announced as a separate direction.

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2. TapSwap (TAPS) – the “movement” case as a maturity filter

Why the project survived: TapSwap is an example of how Telegram games in 2025 have become dependent not only on the community but also on infrastructure constraints and partnerships. The project publicly discussed launching a token on the BNB Chain instead of TON, which became an important marker: teams began choosing networks based on scalability and accessibility, rather than "fashion."

Interesting fact: changing the network isn't just a "technical detail." It changes:

  • availability of wallets for a mass audience,
  • requirements for UX output/onboarding,
  • marketing geography (where it is easier for users to “reach” the on-chain).
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3. Hamster Kombat (HMSTR) – A viral launch doesn't guarantee sustainability, but scale offers a chance for reformatting

Why the project remains visible: Hamster Kombat became one of the most popular Telegram-GameFi projects in 2024–2025. After peaking in interest, activity predictably declined, but the project wasn't completely abandoned. Thanks to its huge, garnered audience, the team was able to transition from purely viral mechanics to a more relaxed support regime: regular in-game activities, content updates, and additional gameplay scenarios help retain the core user base.

At the same time, the focus shifted from expectations of quick rewards to a more “background” model of usage — without sharp growth, but also without the project’s complete extinction.

Interesting fact: Hamster Kombat's experience has shown that in Telegram games, it's not the projects with the most complex tokenomics that achieve longevity, but those that have managed to develop simple, repeatable actions. Combo mechanics, daily tasks, and short rituals for returning to the game work even when speculative interest in the token declines. This makes Hamster Kombat a prime example of how habit can sustain a product longer than hype.

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4. Catizen (CATI) – “recovery” of the economy as a sign of a mature product

Why the project survived: Catizen dealt with the typical 2025 issues of point overheating and suspicious spikes in activity. The team publicly documented the Airdrop Pass pause/reconfiguration, tying rewards to the "core gameplay."

An interesting fact: when a project deliberately cuts its speculative component , it almost always loses some audience momentarily — but gains a chance for sustainability. This move is rarely made by "pure hacks" because it reduces metrics in the short term.

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5. Blum (BLUM) — a “play” as an entry point into the trading mini-ecosystem

Why the project survived: Blum was initially perceived as "just another farm," but in 2025, the team actively packaged the product as a Telegram-native trading environment: bot components, memepad logic, trading scenarios. The official website outlines the ecosystem's utility token, launched in June 2025.

Interesting fact: Blum is an example of category shift: it is no longer just “play-to-earn”, but a hybrid “engagement → trading/launchpad”, where the game layer is the onboarding method.

Signal for 2026: News updates indicate reward claim/unlock stages in late 2025, which supports the user retention cycle.

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6. MemeFi is betting on a “marketplace + staking” ecosystem, not a single airdrop moment

Why the project survived: MemeFi experienced delays with the token component (which is a common occurrence in 2024–2025), but what's more important is that the project articulates a roadmap logic with a marketplace, “locked staking,” revenue redistribution, and token-burn mechanics.

Interesting fact: many Telegram games "died" right at the point where the "farm → airdrop" scenario ended. MemeFi is trying to survive thanks to the next layer: an internal economy that provides incentives to stay after the initial distribution.

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7. X Empire – a lesson in “expectations vs. reality” and why the project still holds up

Why the project survived: X Empire (previously considered a high-profile launch) became a prime example: the market and users often overestimate pre-market expectations and underestimate post-launch product development. Even public materials noted the discrepancy between expectations and actual price performance at launch.

Interestingly, it was precisely these kinds of cases that accelerated the shift in audience behavior in 2026: players began to pay more attention not to promises, but to retention mechanics and the actual update cycle.

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8. Yescoin – The Power of Ultra-Simple UX

Why the project has survived: Against a backdrop of overloaded "mini-economies," Yescoin thrives on a very clear, short-session mechanic. In Telegram, this is often stronger than any "deep systems": the user understands the action within five seconds and returns out of habit.

Fun fact: in the Telegram environment, the winner is the one who perfectly fits the "messenger format":

  • short,
  • repeatable,
  • socially disseminated.

Even if the game seems primitive, this is precisely what sometimes gives it amazing vitality.

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9. Iceberg is an unusual example: “farming” as an entry point into a product outside the gaming category

Why the project survived: Iceberg is interesting because it was positioned on the public channel not only as a "point farm," but as a broader Web3 workspace/toolkit with the "everything in the messenger" logic, while simultaneously developing Iceberg Play/Points.

Interesting fact: this is an "anti-pattern" for Telegram tapaloks — the project is trying to move away from the "airdrop game" label and toward a utilitarian product where the game mechanics are simply a channel for distributing attention/reward.

What's Changed in 2026: 5 Trends You Can Already See

  1. Telegram games are becoming "mini-platforms." The Notcoin approach (hub, integrations) is one of the most obvious signs.
  2. Economies are forced to "heal." Pauses, recalculations, anti-bots, and tying rewards to core gameplay are all part of the segment's maturation.
  3. The network/infrastructure isn't a backdrop, but a part of the product. The TapSwap example showed that chain choice impacts scalability and availability.
  4. Post-airdrop life has become the ultimate test. Projects that establish a staking/marketplace/utility layer have a chance to re-enter the cycle.
  5. The share of "scam behavior" is growing, and this is also changing the user experience. Phishing, fake bots, and "clones" are a constant presence. In 2026, the teams that design security and verification as part of the user journey will win.

Risks: What's important to discuss honestly

Even strong Telegram-GameFi projects still face risks:

  • asset volatility and interest dependence on the market,
  • listing/token scenarios may change (timeframe, chain, conditions),
  • cheating and bots provoke harsh recalculations and discontent among a portion of the audience,
  • Fake bots/phishing are the most common source of funds/account loss.

Arionis Games' Conclusion

After the 2025 hype, Telegram crypto games didn't disappear — they rebuilt. In 2026, "success" often means less maximum virality and more a combination of three things:

  1. clear UX for short sessions
  2. product layer after the “pharmaceutical phase”
  3. robust retention mechanics and anti-bot design.

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