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Tuesday, November 10, 2026
Crypto // Gaming

Illuvium Co-Founder Predicts Up to 100,000 AI-Built Crypto 'Meme Games' Within a Year

Kieran Warwick says AI has cut the cost of building speculative crypto games to about $1,000, but peers doubt a flood of disposable titles will help the sector.

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Oct 22, 20266 min read
Illuvium Co-Founder Predicts Up to 100,000 AI-Built Crypto 'Meme Games' Within a Year
SourceCointelegraph· Oct 22, 2026

Artificial intelligence could unleash a wave of disposable, speculative crypto "meme games" that copy the dynamics of the memecoin boom, according to Illuvium co-founder Kieran Warwick, who believes as many as 100,000 such titles could appear within a year.

Warwick told Cointelegraph that AI tools have cut the time needed to build these games from months to days, and the cost to around $1,000. Other figures in blockchain gaming are sceptical that the trend would do the industry much good.

From months of work to a few days

The games Warwick has in mind resemble earlier speculative titles such as Wolf Game and Fishing Frenzy, in which players compete for financial rewards rather than playing mainly for entertainment. Building something comparable once required months of development, he said.

With AI now handling much of that work, Warwick expects a large share of new games to be designed with very short lifespans, sometimes only a few days. That would be long enough for their creators to extract a profit before attention moves elsewhere.

He drew a direct comparison with the memecoin market, where some developers launch token after token in quick succession. In his view, the repeat token launchers seen in memecoins will be matched by repeat game launchers, he said in comments to Cointelegraph.

He was also blunt about the likely outcomes in a post on X on Monday, warning that many of these projects will be Ponzi-like schemes, some will be exploited and many will collapse almost immediately. Some participants will make outsized gains, he wrote, while many others will suffer heavy losses.

A player holds a smartphone showing a character-selection screen in a mobile game.
A player holds a smartphone showing a character-selection screen in a mobile game.

The memecoin template

The forecast draws on a recent and well-documented precedent. In 2024, Pump.fun and similar launchpads made it trivially easy to create new tokens, helping drive a surge in memecoin issuance and trading.

According to CoinGecko data cited by Cointelegraph, the combined market capitalisation of memecoins peaked at $150.6bn in December 2024. By November 2025 it had dropped to $47.2bn, a fall of nearly 69%.

That episode split opinion across the industry. Supporters argued memecoins drew in traders and energy that the market otherwise lacked. Critics countered that they pulled capital away from projects with real utility and harmed crypto's public image.

Warwick's argument is that the same speculative audience is waiting for its next outlet. He described retail traders who receive a modest paycheck and immediately commit a large share of it to memecoin platforms, suggesting that meme games would simply offer these users a fresh format in which to gamble.

The logic is straightforward. When the barrier to launching a product collapses, supply tends to explode, and speculative markets reward whoever can capture short bursts of attention. Memecoins showed how quickly that cycle can inflate and then deflate.

Good for gaming, or a distraction?

Whether such a flood would strengthen or weaken crypto gaming is far from settled. On one view, cheaper development could make niche ideas commercially viable for the first time and bring renewed attention to a sector that has struggled to keep users engaged.

On the other, a stream of throwaway games could leave many speculators holding tokens or in-game assets that quickly become worthless, reinforcing the perception that blockchain games are primarily financial instruments.

Warwick himself is not optimistic about the net effect. Asked whether a mass of short-lived games would ultimately benefit the crypto gaming ecosystem, he answered that it probably would not.

His own company illustrates the contrast. Illuvium's flagship game, Overworld, has been in development for more than six years, Warwick said, and an overhauled complete version is now aimed at the opening three months of 2027. That timeline sits at the opposite end of the spectrum from games built in days for a few thousand dollars.

Robby Yung, chief executive of Animoca Brands, one of the most active investors in blockchain gaming, took a similar line. He told Cointelegraph that low-effort meme games were unlikely to form a lasting category, because keeping players coming back has always been central to the games business. In his view, a product designed to last only days fails that test by definition.

Weak demand and thin liquidity

A more fundamental question is whether there is enough appetite for crypto games to absorb a surge in supply at all. Corey Wilton, co-founder and chief executive of Mirai Labs, said his company had released six or seven games and concluded that demand within the Web3 space simply was not there.

The available data points to a sector that remains small relative to the wider crypto market. DappRadar tracks 2,356 gaming decentralised applications holding a combined $232.2m in total value locked. A basket of the top 50 gaming tokens carries a combined market capitalisation of about $3.8bn, according to Cointelegraph.

For context, that gaming token figure is a fraction of where memecoins stood even after their steep decline. It suggests that blockchain gaming has not yet found a mass audience willing to commit significant capital, whether for play or speculation.

Yung acknowledged that the lack of demand and liquidity across smaller tokens was a real problem. But he argued that the industry also suffers from a shortage of genuinely enjoyable games capable of capturing players' imaginations, implying that better products, rather than more products, are what the sector needs.

The broader mood is reflected in recent closures. Cointelegraph has separately reported that Proof of Play is shutting down after its blockchain gaming thesis fell short of expectations.

Risks and what to watch

If Warwick's prediction proves accurate, the main risk falls on retail participants. Games built in days are unlikely to undergo thorough security review, raising the likelihood of exploits. Projects engineered to last only briefly create obvious incentives for creators to exit early, leaving later entrants with losses.

There is also a reputational dimension. Blockchain gaming developers have spent years trying to persuade traditional gamers that their products offer more than financial speculation. A wave of disposable, reward-driven titles could make that case harder to argue.

At the same time, AI-driven cost reductions are not inherently negative. The same tools that enable throwaway projects could help small, serious studios prototype faster and test ideas that would previously have been too expensive to pursue.

Key indicators to monitor include:

  • Whether launchpad-style platforms emerge for games, mirroring Pump.fun's role in memecoins
  • Changes in gaming dapp activity and total value locked as tracked by DappRadar
  • Reports of exploits or rapid abandonment among newly launched speculative games
  • Progress on long-term projects such as Illuvium's Overworld ahead of its 2027 target

For now, the industry appears divided between those who see AI as a route to a speculative boom and those who believe lasting success still depends on games people actually want to play. The memecoin cycle offers a recent guide to how the first scenario tends to unfold.

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