04.Web3 game / Governance / WebApp

Subscape

Intro

Play to govern

DAO governance is usually boring. Voting dashboards, endless proposals, and a handful of whales making all the decisions. Not exactly engaging. You vote, you don't really see how your vote changed the outcome, and for a lot of votes there's no reward at all.

Subscape was Taho Wallet's attempt to fix that: what if taking part in governance felt more like playing a strategy game than filling out a ballot?

Our head of product came up with the game mechanics. I designed everything people actually saw and used: the product UI, the brand (including the name Subscape), The Island, and Scout, the guide.

Role
Product & Brand Designer
Business goal
Grow Taho Wallet MAU
Launch with 10 Realms
User needs
Make voting worth my time
Feel part of a community
Beta results (6 weeks)
60kPlayers joined a Realm
6 minAverage session
7Realms

The challenge

Making it a game without making it a gimmick

The mechanics were already a proper system. You join one of several Realms, each one a subDAO with its own identity and members. You earn XP by completing quests and staking TAHO, and the more active a Realm is, the bigger its share of token emissions.

My job was to make all that feel simple and alive. The hard part was obvious from the start: how do you gamify governance without it feeling like a gimmick? A few things kept coming up:

  • Most people don't want to learn a whole new game just to stake tokens.
  • Voting feels thankless. You vote, you click, nothing changes for you personally.
  • A shiny new system can spike participation, but if it's shallow, people leave just as fast.

Decision #1

A map as the home screen

We looked at other options, but we wanted this to be a game, and a map made the most sense for that. So Subscape opens on The Island, where each Realm is a piece of territory you can explore and join.

Open a Realm and you see who's there, what this week's rewards are, and exactly what you need to do this week to get your share. That last part is what governance usually never tells you.

A Realm panel on The Island map showing population, questline, weekly rewards and the actions needed to earn them
Population, questline, this week's rewards, and what you need to do to earn them.

Decision #2

Scout instead of a rulebook

We went back and forth on the introduction quite a bit. Dumping all the rules on people up front would have made it feel like exactly what they were afraid of: a complicated new game.

So Scout explains things as you go. Scout is a dog, which fit the Taho brand best, since Taho already used a dog in its visuals. Scout welcomes you when you join a Realm and points you to your first quests. The full rulebook is still there if you want the details.

Scout welcoming a new citizen of Arbiland and pointing them to their first quests
Scout welcoming a new citizen and pointing them to their first quests.

Decision #3

Making the reward moment feel good

If taking part was going to feel worth it, the payoff had to be visible. XP builds up over the season, and when the beta ended, players could claim their tokens from a limited supply.

For the claim screen, I went for a bit of a celebration: "You have landed!", confetti over The Island and the amount right in the middle. Right after that comes the next thing to do, which is inviting friends.

Claim screen reading 'You have landed!' with the claimed TAHO amount and a referral prompt
The claim at the end of the beta, with a referral prompt right after.

Results

How did it go?

  • 60,000 players joined a Realm during the 6-week beta, and the average session was about 6 minutes.
  • 7 Realms by the end of the beta. We launched with 5 (Arbitrum, Frax, Gitcoin, CyberConnect and zkSync), and Base and Galxe joined later. We were aiming for 10, so we didn't quite get there.
  • Taho Wallet's monthly active users went up during the beta.
  • There was a second season, with more brands and more players than the first.