Quick Take
- Project Voyager used gameplay, not speculation, to distribute the Dyno Coin utility token
- Over 3 million trades and 800,000 signups were recorded during the game’s test phase
- Craft World officially launches July 29 with a player-owned economy and 25 on-chain tokens
How VOYA Built Web3’s Most Played Testnet Without Calling It an Airdrop
VOYA Games is building a player-owned economy rooted in long-form progression and resource strategy, starting with its flagship title Craft World. Designed from day one for Web3, the game has already seen over 3 million trades and 800,000 users during its test phases. Its distribution campaign, Project Voyager, quietly became one of the most engaged events in Web3 gaming, culminating in the launch of Dyno Coin as utility-first token without any insider allocations.
The platform blends cozy crafting mechanics with on-chain systems, introducing a seasonal loop where players collect crystals, upgrade assets, and decide when to claim or reinvest. The structure avoids traditional airdrop hype in favor of sustained gameplay and transparent rewards.
We spoke with VOYA Games CEO Oliver Löffler to break down how they designed the campaign, what made the loop work, and why Craft World is just the start.
Can you tell us how you approached the airdrop? Did you look at what Web3 gamers commonly liked and disliked about airdrops or start from scratch?
We didn’t start by studying airdrops. We actually wanted to avoid the term airdrop because airdrop is a heavily financialized term and we are dropping a utility token which wasn’t designed to carry any financial value. We want to launch a community-owned token for the game and needed to find a way to distribute it to our most loyal players, community members, and genuine new players who want to have fun with the game and become a part of our community. That’s why we designed Project Voyager to gamify the distribution of the Dyno coin. I also want to note that Dyno coin doesn’t have any insider allocations. It’s a fair launch with no team, investor, or KOLs allocation.
You experienced 800,000 registered users, 3 million total trades, and a trade peak of 145,000 daily. What were some secrets to engaging and retaining players?
I don’t think there is one secret. It’s a combination of things that all tie back to how we built Craft World and Project Voyager. Craft World has been in development for over a year, and it was built for Web3 gaming from day one. We wanted a familiar, fun, comfy game experience powered by the sophistication of a player-owned economy. I found marrying simplicity with depth in that way to be very intriguing. We had specific goals when we built Project Voyager. We wanted to make a full game that attracted new players, engaged the community, and truly rewarded players. And by players I mean every player, not just those who are playing for twenty-four hours straight or investing a lot into the game as a whale. That was one of the most impactful decisions we made. But I also think our players realized how much thought went into Project Voyager. While the loop was simple, revolving around completing quests and earning crystals, players had to think about whether they cashed out their crystals now or used them to upgrade and compete again next season.
You’ve reported 99.9% positive sentiment. How did you measure sentiment, and what were players happiest about?
We have multiple sentiment tools. We wanted to hear what worked and what didn’t. Overall, the response was extremely positive and strong. It surpassed my expectations. Players didn’t just log in to complete their missions as quickly as possible. Instead, they began crafting and playing everything the game had to offer, as well as chatting about strategies and forming communities and guilds. I was excited about what we built because I truly believe in the game’s fun, rewards, and potential. But to see it received was validating. Players want more, and we have a lot more in store. I think players were most happy about the fact that they had the power to use crystals to claim Dyno Coin or invest them into upgrades.

Did you find the state of Web3 gaming, which has seen some unexpected studio closures, to be helpful to your airdrop or a challenge?
I believe we’re turning the page on hype in Web3 gaming. Some people may have been in the space due to surface-level curiosity or chasing the next big thing, or maybe they were well-intentioned but didn’t have the right priorities or funding. It’s a good time to build a game that isn’t promising the world, but actually delivering. The Ronin community is amazing, our Craft World testnet community is strong, and we are very confident about building a future where players have more say. That’s a win for everyone.
What are your goals for the Craft World launch?
Don’t break anything! I’m very excited for the launch on July 29th, and we want to make sure it’s a smooth day for the community. Bigger picture? My goals are to make sure Craft World is easy to join and exciting to explore. It’s a very rich resource management game with 25 on-chain tokens. We’re building an ecosystem where your actions have value across games and players shape and co-own the economy, and Craft World is the foundation. So I hope players get involved, join the community, and build with us, and that we bring more users from Web2 into the world of Web3.
Explore Craft World and learn more at angrydynomiteslab.com/craft-world.