Which Kind of NFT Game Survived? Genre Living Share Across 165 Records

Does the kind of game track with whether an NFT game is still alive? Across the registry’s 165 records, the descriptive answer is yes: the living share by primary genre ranges more than three-to-one in this snapshot — MMO has the highest living share (15 of 19 records, 79%) and sports the second-highest (7 of 10, 70%), while strategy has the lowest (6 of 26, 23%) and card and RPG share the next-lowest (5 of 15 and 12 of 36, 33%). These are status shares measured on 2026-09-24, not a forecast of what a given game will do.

The living-share table (by primary genre)#

“Living” means verified active, in early access, or in development as of 2026-09-24; “ended” covers shut down, sunset, paused, or pivoted away from games; “silent” is the registry’s honest unknown bucket — no closure announced, no reliable live evidence either. Percentages are living ÷ total records in the registry for that genre, so genres with large silent columns have a wider range of uncertainty around the true figure.

What the spread likely reflects#

One interpretation — matching the pattern in the chain table — is that the snapshot’s genre differences track which projects each genre attracted rather than anything inherent to genre. That reading is consistent with what the registry shows about the ended records: the RPG, strategy and casual endings are mostly the same early-cohort launches documented in the endings taxonomy and the BSC cohort, while MMO and metaverse buckets hold mostly persistent-world projects and sports holds licensed seasonal formats. Whether genre itself carries any causal weight can’t be determined from 165 records — treat it as a correlation visible in this snapshot.

Two honest caveats on the numbers themselves: MMO’s 79% includes early-access and in-development records, so part of the lead is age profile rather than proven durability — younger records simply haven’t had the same exposure time to ending events as the older cohorts, and may still decline. And the silent columns are unevenly distributed — casual, strategy and RPG hold 32 of the registry’s 49 unknowns — which widens the uncertainty around those genres’ true figures in either direction; the unknowns establish uncertainty, not which way the missing statuses fall.

The honest read#

For a reader the useful takeaway is descriptive, not predictive: in this snapshot, the living share differs sharply by genre — a fact worth knowing when reading any individual record, and nothing stronger than that. The per-game reality lives in the verified registry, the endings taxonomy in how blockchain games actually end, and the undetermined middle in dead or just quiet.

Verified September 24, 2026 · Registry: 165 tracked games · how we verify

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