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Under The Clash is inspired by Clash of Clans, a legendary game released in 2012, boasting 42 million daily active players and 77 million monthly players. In 2023 alone, it generated $471 million in revenue, primarily relying on a token-based economic model.
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A Big Game can absolutely be a mobile game, just like Clash of Clans, Brawl Stars, or similar major titles. These games stand out due to their high-quality gameplay and user experience, designed to last over time. They take mechanics from console/PC games, simplify them, and adapt them to a mobile-friendly economic model.
Big mobile games strike the perfect balance between casual games and fully-fledged console/PC games. They are less expensive to develop, accessible to all, and operate on a free-to-play model, with an experience that can be enhanced through a token.
Under The Clash takes this concept a step further: players will have the option to wager the tokens they earn against other players and sell them if they choose. This mechanism introduces a new competitive and economic dimension, while remaining true to the gameplay standards that make Big Games successful.
The numbers speak for themselves:
All these games rely on selling a token-based economy. Our approach is different: instead of just selling tokens, we enhance their value through their actual use. This means that purchases and in-game activity directly influence the token’s ecosystem.
Many games already have black markets where players unofficially trade resources. Our vision is to offer a secure and open marketplace, where players can truly capitalize on the value of their invested time.
We chose to develop Under The Clash first for several reasons:
However, it’s crucial to understand that our model is not just for Web3 players looking for financial gain. Our core business is gaming, and our goal is first and foremost to create fun, engaging, and immersive experiences. The economic model enhances the game—it doesn’t define it.