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Research Report | GOMBLE Project Overview & GM Market Cap Analysis

Research Report | GOMBLE Project Overview & GM Market Cap Analysis

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西格玛学长2025/04/16 08:42
By:西格玛学长

I. Project Introduction

GOMBLE is a Web3 gaming project incubated by South Korean top mobile gaming company 111%, whose parent company previously developed global hits like "Random Dice" and "BBTAN". They have launched over 230 casual games, reaching over 110 million global users. Now, GOMBLE is entering the Web3 space with a new paradigm of "casual games + on-chain incentives", focusing on lighter, more accessible game formats. The aim is to allow more ordinary users to enter the on-chain world with low barriers through gaming.
Research Report | GOMBLE Project Overview & GM Market Cap Analysis image 0
Unlike traditional Web3 games, GOMBLE does not emphasize "monster fighting to level up". Instead, their self-developed PoSQ (Proof of SQUAD) mechanism records social collaboration behaviors among players. The core basis for incentive distribution is who teamed up with whom, which tasks were completed, and whether there was joint participation. This on-chain system of "social is value" completely disrupts the game participation logic dominated by wallet assets, helping to establish truly sustainable community relationships.
GOMBLE is gradually building a comprehensive ecosystem flywheel: with GOMBLE SQUAD as the social relationship hub, improving user engagement through leaderboards and collaborative missions; with GOMBLE BUILDERS as an open platform allowing community users and IP holders to co-create game content and share profits; and integrating the native token $GM into the incentive system to create a win-win economic model for developers, players, and communities.
According to official documentation, GOMBLE has launched several games and Telegram mini-games, with a single game Eggdrop attracting over 2 million users within two weeks and daily active users peaking at 600,000, exceeding the industry average retention rate. GOMBLE is becoming one of the most accessible projects in the Web3 gaming path with the advancement of their native app and multi-chain expansion plans.

II. Project Highlights

Blockbuster Capability Verification: Backed by world-leading casual game label 111%
Having released global hit mobile games like "Random Dice" and "BBTAN", launched over 230 games, and reached over 110 million users, it possesses strong product development and publishing capabilities for turning a project from 0 to a blockbuster.
Innovative PoSQ Mechanism: Replacing "Wallet Balance" with "Social Behavior"
The self-developed Proof of SQUAD mechanism uses team collaboration and interaction records as the core reward basis, realizing "social value on-chain" for the first time, with the incentive mechanism centered around real relationships between people rather than financial assets.
Rapid Cold Start Capability: First Telegram Game Attracted Over 2 Million Users In Two Weeks
The lightweight game Eggdrop exploded upon launch, with daily active users exceeding 600,000, verifying its product capability of "gaming as new user acquisition, social as growth", effectively lowering the entry barrier to Web3.
Full Stack Ecological Layout: Integrating Play, Social, and Co-creation
From the user-end GOMBLE SQUAD, to the content-end GOMBLE BUILDERS, and to the economic system's $GM token mechanism, building a sustainable flywheel closed-loop to support game developers, IP parties, and players to participate and benefit together.
Top Tier Endorsement Support: Investments from Binance Labs, Spartan, Hashed, etc.
GOMBLE has secured investments from YZi Labs (formerly Binance Labs), Animoca, IOSG, among other well-known institutions, with funding exceeding tens of millions of dollars, providing long-term financial support and resources to drive ecosystem construction.

III. Market Cap Expectation

As a core component of the GOMBLE ecosystem, $GM is dedicated to building a Web3 gaming ecosystem driven by social interactions, creating a low-barrier, high-engagement on-chain entertainment entry through lightweight games, social incentives, and user co-creation. GOMBLE aims to expand the path of game data capitalization based on PoSQ (Proof of SQUAD) and release community creativity through the Builders module. In terms of market cap expectation, we refer to several mainstream Web3 gaming projects, including Axie Infinity, Illuvium, Matr1x, etc., as valuation benchmarks.

IV. Economic Model

Total $GM Supply: 1,000,000,000 Tokens
Token Distribution as follows:
Ecosystem Growth and Community Rewards (42%)
Used for PoSQ incentives, Builders platform rewards, ecosystem partnership support; TGE unlocks 14.7%, with only 4.7% circulating and the rest 10% locked in exchanges; all locked exchange tokens are open and transparent, with any unused portions to be destroyed in April 2026; no cliff, released linearly over 120 months
Marketing and Airdrop (20%)
Used for early user growth, SQUAD behavior incentives, community task events; TGE unlocks 7.5%, with the rest used for long-term marketing; no cliff, released linearly over 24 months
Investors and Advisors (18%)
Rewards provided to early institutions and individuals offering strategic capital and resource support; TGE unlocks 0.9%, with the rest having a 6-month cliff and a 30-month linear release
Core Team (10%)
Incentives for key members of product development, operations management, and long-term ecosystem construction; TGE does not unlock, with an 11-month cliff and a 37-month linear release
Liquidity and Reserve (10%)
Used for initial CEX / DEX market-making, trading depth support, and risk buffering; TGE unlocks 4.6%, with the rest having a 6-month cliff and an 18-month linear release
Token Utility:
- Governance proposal and protocol participation, holders can partake in GOMBLE DAO's governance, deciding the product direction and incentive model parameters.
- In-game and cross-game consumption, $GM can be used to purchase in-game items, unlock features, and participate in ecosystem privileges.
- PoSQ social incentives, players earn reward points through team interactions, which can be exchanged for tokens to realize social behavior assetization.
- Builders co-creation rewards, IP holders and users can participate in co-creating game content and earn token-sharing revenues.
- Market collaboration tokens, external projects can access the GOMBLE community via $GM, achieving precise incentives and community marketing.

V. Team & Financing

Team Information:
Jihoon Byeon (Co-founder and CEO) is a founding member of South Korea's top mobile game company 111%, leading the launch of global hit casual games like "Random Dice" and "BBTAN", and has extensive experience in mobile game publication and user growth. Chris Chang (Chief Business Officer) is a former Business Director at Animoca Brands, with rich experience in Web3 investment, publication partnerships, and market expansion, leading several GameFi and public chain ecosystem partnerships.
Financing:
Total Raised: Over 10 million USD raised
Latest Round of Financing (April 2024)
Investors include: Hashed, IOSG Ventures, Spartan Group, Foresight Ventures, MH Ventures, Cypher Capital, Big Brain Holdings, OIG Investment Group, Caballeros Capital, CSP DAO, Wagmi Ventures, Crit Ventures, Presto, Mulana, Icedcoffee, Sebastien Borget (Co-founder of The Sandbox), etc.
Seed Round Funding (April 2023)
Investors include: YZi Labs (formerly Binance Labs), Animoca Brands, Shima Capital, Altos Ventures

VI. Potential Risk Alerts

1. While casual games have the advantage of quick attraction and easy engagement, they often face challenges such as short lifecycles and user retention issues. If GOMBLE cannot continue to release high-quality and socially engaging game content, it may lead to user attrition and decreased ecosystem activity, affecting the sustainability of the PoSQ incentive mechanism and token demand.
2. GOMBLE's multi-party incentive system driven by tokens (PoSQ, Builders, GameFi in-app purchases, etc.) positively impacts user growth and community activity, but if the long-term output of rewards exceeds real value creation, it may lead to token inflation and value dilution. Additionally, real token consumption paths and value loops still need empirical support.

VII. Official Links

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Disclaimer: The content of this article solely reflects the author's opinion and does not represent the platform in any capacity. This article is not intended to serve as a reference for making investment decisions.

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