Overview
Yescoin is a Telegram mini-app game that replaced the tap-to-earn mechanic with swipe-to-earn — players swipe across the screen to collect coins instead of tapping a button. The game claimed tens of millions of users during its pre-TGE phase, making it one of the larger Telegram game projects by reported user count. The YESCOIN token launched on TON blockchain.
The swipe mechanic was positioned as an innovation over simple tapping, offering a marginally more engaging interaction. The game included daily missions, referral bonuses, squad-based competitions, and boosters — standard Telegram game features designed to maximize engagement and social virality. The visual design featured a cheerful gold coin aesthetic.
Like its peers, Yescoin's massive user numbers were almost entirely airdrop farmers. The swipe mechanic was a thin veneer over the same extractive model: engage with app → accumulate points → receive airdrop → sell → leave. Post-TGE, user engagement collapsed as the earning incentive evaporated.
Gameplay
Swiping instead of tapping is not a meaningful gameplay innovation. The core loop — swipe to earn coins, complete daily tasks, refer friends — is functionally identical to every other Telegram clicker. Boosters and energy systems gate session length, creating artificial scarcity of earning opportunity. Squad competitions add a social layer but don't create genuine gameplay depth. As entertainment, Yescoin is a step above clicking a banana but still far below any mobile game that charges for downloads.
Technology
Standard Telegram Web App with backend point tracking and TON blockchain token integration. The swipe detection and coin animation are technically competent for a web game. Blockchain integration is limited to token and NFT issuance — the actual gameplay runs entirely off-chain. No meaningful technology innovation.
Economy
The token economy crashed post-TGE. YESCOIN experienced the standard dump pattern — airdrop recipients sold immediately, creating a cascading price decline. The game's economy was structured around pre-TGE point accumulation with no sustainable post-TGE demand drivers. In-game items and boosters don't create sufficient token sinks to offset sell pressure from the massive airdrop distribution.
Adoption
Yescoin's claimed user numbers were among the highest in the Telegram gaming wave — tens of millions of accounts. The actual number of genuine, retained users post-TGE is a tiny fraction. Telegram's frictionless onboarding (click a link, swipe) enabled massive acquisition at zero marginal cost, but the quality of these users was airdrop-farming bots and opportunists rather than gamers.
Tokenomics
YESCOIN token was distributed via airdrop to swipe-to-earn participants. Allocations included team, ecosystem, and liquidity. The token serves as an in-game currency but without compelling utility. Ongoing emissions for gameplay rewards create sell pressure that organic demand cannot absorb. The tokenomics model was optimized for TGE event value rather than sustainable economics.
Risk Factors
- Token crash: Severe price decline from TGE
- User retention failure: Near-zero engagement post-airdrop
- No real product: Swiping for points is not a viable game
- Bot-heavy metrics: Reported user numbers include massive bot activity
- Dead economy: No recovery catalyst for the token
- Generic execution: Indistinguishable from dozens of similar Telegram games
Conclusion
Yescoin swapped tapping for swiping and called it innovation. The massive pre-TGE user numbers demonstrated Telegram's distribution power but not any genuine product quality. The token crashed like every Telegram game token, the user base evaporated like every Telegram game user base, and the gameplay was as shallow as every Telegram game's gameplay. Yescoin is another data point confirming that Telegram games are airdrop distribution mechanisms, not games.