Challenge

Following Spielworks' acquisition of Chainmonsters, they wanted to expand into Telegram Mini Apps — a fast-growing platform for casual games. The brief: create a game that could build marketing momentum for an upcoming Chainmonsters token sale while staying true to the universe players already knew.

The constraints were tight: ship fast, retain players in short mobile sessions, and design systems that could eventually connect back to the main Chainmonsters MMO.

Solution

Game Concept: TapMonsters was an idle game where players managed a research lab discovering Chainmons. The core loop:

  1. Tap a crystal to generate energy
  2. Spend energy on lab upgrades
  3. Upgrades generate passive energy over time
  4. Higher-tier labs unlock rarer Chainmons through a discovery mechanic (non-monetized lootboxes)

Simple to learn, deep enough to retain. The Chainmonsters IP gave it identity; the idle mechanics gave it stickiness.

Design Methodology: I used Machinations.io extensively for predictive economy simulations — modeling energy curves, upgrade pacing, and long-term progression before writing a single line of design documentation. This let us validate the entire economy mathematically and iterate on paper rather than in production.

Key design targets:

  • 10-minute session length — optimized for mobile/Telegram context
  • Pre-determined 2-week player journey — carefully paced unlocks to maximize early retention
  • Progressive discovery hooks — new Chainmons revealed at calculated intervals to sustain engagement

Cross-Game Vision: The long-term design included players' labs appearing inside the Chainmonsters 3D world, with cross-game progression unlocking passive benefits (increased XP gain, rare spawns, etc.). These features were fully designed but never shipped.

Timeline: From concept to launch: 3-4 weeks. Initial release was a webapp; later migrated to a different game engine for higher graphical fidelity.

What I'd Do Differently

Management opted against using our established technology stack (Unity, PlayFab) in favor of Construct 3 for the migration. This delayed the project by months post-launch. Given the choice again, I would have pushed harder for proven infrastructure over experimental tooling — especially on a project where speed-to-market was the primary goal.

Results

  • 400,000 registered players
  • 30,000 DAU at peak
  • 3-4 weeks from concept to initial launch
  • Cross-game systems designed (not shipped)
  • Status: Development paused when Spielworks GmbH ceased operations in August 2025; game was acquired by another company and remains live

Art Direction: Lysander Haupt

Tapmonsters Telegram app image