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Toncoin to $4? Massive 2.98 Billion TON Tokens Sit in Supply Zones
GameFi Guides

Toncoin to $4? Massive 2.98 Billion TON Tokens Sit in Supply Zones

by admin June 25, 2025


As Toncoin (TON) hovers near $3, new data from Glassnode reveals a striking concentration of investor cost basis, sparking anticipation of a potential push toward $4.

According to the analysis, a staggering 2.98 billion TON are clustered across four major price zones, suggesting key support and resistance areas that could shape the token’s next move.

Cost Basis Distribution for $TON reveals four key supply clusters:

• $2.01–2.05 (1.32B TON)
• $2.18–2.22 (535M TON)
• $2.91–2.98 (863M TON)
• $3.83–3.87 (261M TON)

These levels represent zones of investor cost concentration – potential support/resistance. pic.twitter.com/bYtfLOsMgF

— glassnode (@glassnode) June 25, 2025

Glassnode’s cost basis distribution for TON reveals four key supply clusters for TON between $2 and $4.

In the range of $2.01 to 2.05, 1.32 billion TON are being held, while 535 million TON are being held between $2.18 and $2.22; 863 million TON sit in the range of $2.91 to 2.98, while 261 million TON were previously bought in the range of $3.83 to 3.87.

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According to Glassnode, these levels represent zones of investor cost concentration and now serve as critical technical zones: support if TON retraces or resistance if the price increases.

At press time, TON was up 0.09% in the last 24 hours to $2.9; an increase to $4 would mark a 37% surge in current prices.

863 million TON cluster emerges as key area of interest

Of particular interest is the $2.91 to $2.98 range, where 863 million TON is held. What makes this level even more intriguing is that this massive stash appears to be controlled by a single entity.

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According to Glassnode, a single investor or coordinated entity holds 863 million TON tokens with a cost basis that mirrors Toncoin’s price over multiple years. Glassnode suggests this wallet has been accumulating steadily over the years, untouched by local tops or capitulation events. This consistent activity suggests disciplined, long-term capital deployment.

As TON trades near $3, the $3.83-$3.87 zone now stands out as a potential launchpad or final resistance before TON reaches $4. The amount of 261 million TON held at this range suggests a minor resistance en route to $4. 





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June 25, 2025 0 comments
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Dune: Awakening studio is adding "partial warfare" endgame zones to address PvE player woes
Game Reviews

Dune: Awakening studio is adding “partial warfare” endgame zones to address PvE player woes

by admin June 24, 2025



To date, my Dune: Awakening experience has largely consisted of building an ungainly box and hanging from the ceiling in my underwear. But more driven players have already barrelled their way to the endgame, where its “extremely competitive” PvP focus has become something of a concern for PvE players. Enter developer Funcom, which reckons it might have found a solution.


Dune: Awakening’s endgame, if you’re unfamiliar, is focused on the Deep Desert. This vast, ever-shifting landscape is where players can venture in search of valuable resources and endgame gear as they make a grasp for factional supremacy, and one that’s reset every week by Coriolis storms. It’s also PvP-focused – a design decision Funcom has previously stood firm on, even as Ornithopters rained down from above. Now, though, Dune: Awakening creative director Joel Bylos has admitted the system isn’t quite working in the way the team had hoped.


“We still believe in the core concept of the Deep Desert,” he explained in a newly shared developer blog. “The tension of heading out there, head on a swivel, eyes peeled for foes as you enter the most dangerous part of the most dangerous planet in the universe. Our wish was that players would embrace this loop, forming guilds to work together to overcome the bleakness of the Deep Desert… The reality is that players are reporting being cut out of the endgame due to the extremely competitive nature of the Deep Desert.

Eurogamer’s charts the weird history of Dune games.Watch on YouTube


This runs counter to the team’s vision, according to Bylos. “We want PvE players to be able to play the endgame and have access to the content of the endgame. Our goal is not to force PvE players to interact with a PvP system that they may have no interest in.”


As such, Funcom is introducing Partial Warfare (PvE) zones to the Deep Desert where players can explore testing stations and harvest T6 resources without being forced into conflict with other players. However, Landsraad control points, shipwrecks and the largest spice fields will remain War of Assassins (PvP) flagged. “The deepest parts of the Deep Desert,” Bylos continued, “will remain as they currently are – high reward, high risk areas.”


“The beauty of the Deep Desert design with weekly resets and renewals,” he added, “is that we can iterate and experiment with different layouts and setups to really help us tune it. As we make changes we will send out surveys to help us capture your thoughts.”


On top of that, Bylos acknowledged a variety of issues impacting PvP. Some of these relate to Ornithopters, which have dominated Dune: Awakening’s endgame ever since players realised they could drop them on other people’s heads. Scout Ornithopters will see a range of changes, which Funcom details in its blog, as will other mechanics the studio believes are being “abused”, including respawn timers, vehicle storage tools, and hand scanners.


“The intended dynamic of Deep Desert PvP” Bylos noted, “is that – unless you really mess up – you always have the option to retreat in good order with whatever you’ve managed to claim so far. If you’re smart and vigilant, you never have to fight if you don’t want to. If you run, you’ll have to call a halt to whatever task you were pursuing, but that should always be a choice. PvP should happen when both parties decide they want to fight over a location.”


And finally, Bylos had a few words to say on Dune: Awakening’s Landsraad design, admitting this endgame “framework” still has a number of “key flaws”. Funcom is currently looking at addressing some of these, including the “inability to hand in items after a square is completed and the rapidity at which some squares are turned in”, alongside stockpiling, which is currently being unintentionally rewarded. Additionally, the studio will be introducing Landsraad “micro rewards” for solo/small group players.


“Once a live game launches, it becomes a collaborative effort between the developers and the players to make it something amazing,” Bylos concluded. “We appreciate your feedback on what we hope is the beginning of a long journey together. Bear with us – our intention is to be clear and open in our communications and to make Dune: Awakening a game that everybody can enjoy.” And by all accounts, Dune: Awakening – which we gave four stars in our review – currently has a lot of everybodys, what with having already hurtled passed 1m sales.



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June 24, 2025 0 comments
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A Dune scavenger with glowing eyes
Gaming Gear

Dune: Awakening players have found a devious way to grief each other outside of PvP zones

by admin June 13, 2025



Dune: Awakening has a comprehensive base-building policy that goes something like this:

  • Build a base wherever you want.

That’s pretty much the entire policy.

There are restrictions, of course: build too far out on the sand and a sandworm will show up and eat a hunk of your base—with you in it, if you’re not careful. And you can’t build within a certain radius of an established location like a tradepost or faction stronghold. But that’s about it. Otherwise, you can build wherever you like.


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And boy, players have embraced that and built everywhere. Arrakis is covered with bases, some small, some sprawling, as players spread out across the map. And even though most of Dune: Awakening takes place in PvE territory, players have started using this free-for-all base-building system to royally grief each other.

Some bases are just insensitively placed: players build across a gap between rocks that other players use to drive sandbikes and buggies through, for instance. It acts like a roadblock, making everyone go the long way around or even get out and jog for a bit, which sucks if you’re out doing some resource gathering or trying to bang out a few missions.

(Image credit: Funcom)

Other base placements are downright sinister. Players have begun building bases over pockets of resources, like the plants you can harvest water from. Nothing wrong with building near a resource node: it just makes good sense. But building on top of one, essentially meaning other players can’t use it at all? Pretty shifty. On the other hand, this is Arrakis where cutthroat behavior is the norm. All’s fair in the War of Assassins.

Base-building gets downright ruthless with one particular strategy I’ve seen reported a few times now. A player will craft an ornithopter—a tremendous undertaking considering all the resource collecting and refining that goes into it—and take it out for a spin. If they see a spice blow or some other opportunity to harvest resources, they land, hop out, and get to work.

Keep up to date with the most important stories and the best deals, as picked by the PC Gamer team.

That’s when another player quickly runs up, claims the land the ‘thopter is parked on, and quickly builds a tiny base around it. The pilot returns to discover their ship is now locked within someone else’s walls.

(Image credit: Funcom)

I should mention I’ve not actually seen video evidence of this happening, but I’ve heard it reported by a couple of different players already, including writer Harry Alston over at TheGamer. And to be clear: building a base around someone’s ornithopter doesn’t mean you now own their ornithopter, it just means the ‘thopter owner can no longer reach it. That’s about as griefy as grief can get: you’re not benefiting at all, you’re just making someone else miserable.

It’s devious because there’s no real recourse. You can’t destroy another player’s base to free your vehicle, you can’t dismantle it because it’s behind someone’s walls, and in a PvE zone you can’t even shoot other players just to make yourself feel better.

That means the onus falls upon all you pilots out there. Be careful where you land, because that land might belong to somebody else by the time you get back.



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June 13, 2025 0 comments
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