Six versions of one screen: a walk-to-earn game inside Telegram

Context: TON Walk, a game inside Telegram where a player walks and earns TON, a cryptocurrency. An MVP for a startup, made at the studio O.dev Role: the only product designer: interface, design system, flows, and interface texts in English Team: product owner, product managers, QA, frontend, backend When: first half of 2025, three months AI: not used, except to edit texts

In short

The walk screen of this three-month MVP went through six versions, because the early ones did not show how to start a walk and what you get for it. In total I designed 94 screens in 9 sections and a design system of 46 component sets. In a prototype test about nine in ten people completed the scenario. The MVP was released. All counts on this page are from the Figma file, October 2026; the survey and test numbers are my counts from 2025.
The final walk screen.
The final walk screen.

01 · Most people did not understand how such apps work

I started with a closed survey in Google Forms. 63 people answered: 32 users of crypto wallets, 18 users of similar apps, and 13 people new to crypto. Asked what keeps them from starting, 62% chose the answer that they do not understand how it works. 79% chose a game-like presentation with visual hints, and 6% chose a technical description.
The client had chosen the format before I joined: an app inside Telegram. Telegram has its own limits: its header, the screen size, and animations.
The first minute: sign-up, three intro screens, then a tooltip on each tab.
The first minute: sign-up, three intro screens, then a tooltip on each tab.

02 · The walk screen went through six versions

The first version had a map and one button, and the product had another name then. The final version shows the energy, the yield of the chosen sneakers, the speed, and the TON earned.
Each change addressed the same problem: in the early versions it was hard to understand how to start a walk and what you get for it, and nothing on the screen gave a reason to go. The changes came from two sources: reviews with the product managers and logic errors that I found myself. What changed along the way:
1.
The walk became a separate screen without the bottom menu.
2.
The yield is now counted in TON per kilometer, not TON per hour.
3.
Energy turned into four segments with a timer.
4.
The main number in the dial is now TON, not kilometers.
5.
The speed moved next to that number, and the arc got colored zones.
I tried variants and brought them to one visual style. Then the product managers and I discussed what to add, remove or redo. I found no references for a screen like this.
Six versions of one screen: from a map with one button to the final dial.
Six versions of one screen: from a map with one button to the final dial.
A walk session: the choice of sneakers, the countdown, the speed zones, the finish with the route.

03 · A prototype test with three groups

I tested a clickable prototype with three groups of 10 to 12 people. By my count at the time, about nine in ten completed the scenario, and almost as many understood how earning works.
In the surveys people asked for more game elements, such as bonuses and achievements. After that we adjusted the visual style.

04 · A walk can stop in three ways, and each has its own screen

I drew these states before the build. If a player goes faster than 15 km/h, that part of the walk is not counted, and the finish screen shows the amount that was not counted. The other two cases are worn-out sneakers and no energy.
I split the flows by the state of the player: a first entry with an empty balance, a player with a balance, and a player with referrals. That made 94 screens in 9 sections.
Three ways a walk stops: speed over the limit, worn-out sneakers, no energy.
Three ways a walk stops: speed over the limit, worn-out sneakers, no energy.

05 · We cut two features to ship the MVP

We removed Stars, a second currency in top-up and withdrawal, to speed up development. Loot boxes in the shop and the inventory also left the MVP, with a plan to return to them later. Both sets of screens stayed in the file but were not released.
Cut from the MVP: a second currency and loot boxes.
Cut from the MVP: a second currency and loot boxes.

06 · The design system: 46 component sets and colors named by role

The system has 46 component sets and 384 variants. The 145 color tokens are named by role, for example component/accent/primary/hover, and each one points to a color from the palette. I drew states in advance: the checkbox has a focus state, and the inventory card has a drag-and-drop state.
Graphic designers drew the sneakers, and the TON Walk team made the name and the logo.
One button component: 104 variants on four axes.
One button component: 104 variants on four axes.
The final screens of the MVP. Graphic designers drew the sneakers.
The final screens of the MVP. Graphic designers drew the sneakers.

07 · What I would fix: the contrast of button labels

In 2026 I went back to the file and measured contrast. White text on the background is fine: 19.7. White labels on filled buttons do not pass: 3.74 on the accent button, 3.14 on the blue one, and 2.62 on the orange one. The WCAG AA minimum for text of this size is 4.5. A darker fill or a dark label would fix it.
White label on the accent fill: 3.74 now, above 4.5 with a darker fill.
White label on the accent fill: 3.74 now, above 4.5 with a darker fill.