The situation is somewhat of a paradox, the only reason the number of users exploded is because the prices went up due to the fact that there was no supply after untamed god sold out as nobody wanted to sell to get the SPS Airdrop. The positive feeback loop and fomo was crazy, now that it has become affordable again nobody really seems interested to get it. Marketing itself imo also doesn't do anything.
If for sure was a net positive but to get another adoption cycle, imo the same thing needs to happen and as organic growth just isn't big enough. Sure they should be safe with the funds they have for a couple of years but still the expenses will add up.
I still think the game needs a skill mode to attract real gamers who are looking for fun and a challenge, right now the userbase remains mostly crypto people who are looking to make some $$$ putting up with the ridiculous Pay2Win aspect of the game.
Regardless, it will be interesting to see how it all plays out.
RE: Splinterlands | The Current Game & Economy in Numbers