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Crypto Earn Games > Blog > News > Six Years and Billions Later: The Disappointing Reality of Crypto Gaming in 2025
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Six Years and Billions Later: The Disappointing Reality of Crypto Gaming in 2025

cryptoearn
Last updated: 25 February 2026 09:00
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It’s 2025, and the bold promise that cryptocurrency games were the inevitable future of gaming has had ample time to mature. With billions of dollars invested and years of development, one would expect a thriving ecosystem of innovative titles. Instead, a deep dive into the most popular and well-funded projects reveals a landscape dominated by predatory mechanics, broken promises, and experiences that fail to deliver even basic enjoyment. This is the story of searching for a good crypto game and finding, repeatedly, that the emperor has no clothes.

Contents
  • The Quest for Objectivity: Letting the Data Decide
  • Case Study 1: Nine Chronicles and the Illusion of “Play-to-Earn”
  • Case Study 2: The High-Budget Letdown of Star Atlas
  • The Steam Dilemma and the Blockchain Paradox
  • Conclusion: A Market in Search of a Game

A content creator looks skeptically at their screen, setting the stage for an investigation into crypto gaming.

The Quest for Objectivity: Letting the Data Decide

To avoid accusations of bias, the search began with a commitment to objectivity. The goal was to let the numbers speak for themselves, using a website called DAP Radar to identify the most actively played blockchain games based on daily user counts and transaction volumes. After all, as the saying goes, “Shakira’s hips and the blockchain don’t lie.” This data-driven approach was meant to showcase the best the market had to offer, representing what players were actually choosing with their time and money.

The results, however, were immediately disheartening. The top-ranked game by a significant margin was Nine Chronicles. Described as an “open-source, decentralized MMORPG powered by the players,” it sounded like the crypto gaming manifesto come to life. The reality was a far cry from the promise.

Gameplay footage of Nine Chronicles, showcasing cluttered menus and generic fantasy art typical of low-quality mobile games.

Case Study 1: Nine Chronicles and the Illusion of “Play-to-Earn”

Upon playing, Nine Chronicles revealed itself as a Frankenstein’s monster of the worst mobile gaming tropes. It combined:
– An AFK (Away From Keyboard) idle game loop requiring minimal interaction.
– Predatory monetization including time-limited packs, leaderboards, pay-to-skip crafting, and power-ups.
– Excruciatingly slow load times due to constant blockchain validation for every minor action.

The experience was so poor it made standard mobile games feel refined. Yet, this game was reportedly processing tens of thousands of dollars in daily transactions, with inexplicable spikes into the millions. This led to the central question: why would anyone play this?

The supposed answer was the “play-to-earn” model. Upon investigation, the “earn” part proved to be a mirage. The game rewarded non-repeatable achievements, like reaching level milestones, with tiny amounts of its NCG token—rewards so small they likely wouldn’t cover the electricity cost of running the device.

The real “earn” mechanism was a staking system. Players could buy NCG tokens and lock them up for periods to receive in-game rewards (items, power-ups) that were sellable to other players. The promised returns were astronomically high, with one tier advertising a 259.9% APR for locking 10 million tokens—a classic hallmark of unsustainable, too-good-to-be-true schemes. This wasn’t a game facilitating fun and earning; it was a speculative vehicle disguised as a game, preying on the hope of profit. For a deeper look at how staking promises can sometimes mask unsustainable models, consider our analysis in Unlock Passive Crypto Income: A Guide to Staking During Market Downturns.

Case Study 2: The High-Budget Letdown of Star Atlas

If data-led discovery failed, perhaps looking at the most heavily funded projects would yield better results. Star Atlas entered the frame, a project often dubbed the “Star Citizen for crypto” that had raised hundreds of millions of dollars.

Instead of a cohesive game, Star Atlas offered disjointed “modules”—vertical slices meant to one day combine into a whole. The experience was fragmented and underwhelming:
1. A Third-Person Shooter: Finding a match was difficult. The gameplay that followed was described as “floaty, low-impact, $3 Steam early access gunplay” on a single, poorly textured map. The only redeeming feature was a jetpack mechanic.
2. The “Main” Open-World Experience (Entigalia): This mode dropped players into a hangar with ships worth thousands of dollars, but the free starter ship was nearly non-functional. Interactive elements were minimal, with one “gunnessy” button that turned the character into a wavy-armed mascot and another that frequently crashed the game or turned the screen black.
3. Fleet Command: A menu-based module that was opened and immediately closed due to its lack of appeal.

A screenshot from Star Atlas showing a sparse, low-texture environment and a basic spaceship model.

The takeaway was stark: hundreds of millions in funding had produced disconnected tech demos of abysmal quality, not a playable game. This pattern of over-promising and under-delivering on a grand scale has become a worrying trend in the sector, reminiscent of the hype cycles we’ve analyzed in broader market contexts, such as in The Looming Shadow of 1987: Why Today’s AI-Driven Market Echoes Black Monday.

The Steam Dilemma and the Blockchain Paradox

The investigation also touched on games attempting to exist on mainstream platforms like Steam, which officially prohibits blockchain games. Some titles, like Off the Grid, circumvent this by disabling blockchain features on Steam. Intriguingly, these games often maintain a small but real player base despite the missing crypto elements.

This presents a paradox: the most “successful” blockchain games on Steam are those where the blockchain is invisible or absent. It suggests that the development resources spent on integrating blockchain technology might be better used to improve core gameplay, graphics, and stability. The presence of a genuine player base for the game itself, not the speculative economy, is what ultimately sustains a title.

Conclusion: A Market in Search of a Game

Six years and billions of dollars after the fanfare began, the state of crypto gaming is profoundly disappointing. The search for a quality experience—guided by objective data, funding amounts, and influencer hype—consistently led to:
– Games designed as speculative vehicles first, with enjoyment as a distant afterthought.
– Technically broken or bare-bones experiences from teams with massive war chests.
– A community that often defends projects based on promised future utility rather than present-day quality.

The core issue remains: blockchain integration has yet to solve a fundamental problem for players—how to have fun. Until a project can prioritize compelling gameplay and a satisfying user experience over tokenomics and financial speculation, the grand vision of crypto gaming will remain just that: a vision. For players genuinely interested in fun experiences that also offer earning potential, the path forward may lie in proven, fun-first models, as explored in guides like Level Up Your Fun: 8 Real Ways to Earn Crypto by Playing Free Games.

The creator gestures in a final summary, expressing a mix of resignation and humor at the state of the crypto gaming landscape.

The journey through the crypto gaming landscape of 2025 serves as a cautionary tale. Innovation in monetization should not come at the cost of the art, craft, and joy of gaming itself. The future of this niche depends on builders who are gamers first, and financiers second.

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