Many of the issues with chains lie not in being "cold", but in being "scattered". When an event stops, people leave, leaving behind only a pile of historical pages. What Vanar has been trying to solve is how to turn short stays into long-term residency.
First, let's look at a set of on-chain data as background:
As of now, the cumulative number of transactions on the Vanar mainnet has exceeded 190 million, with the number of addresses at the level of 28 million, and the block height approaching 9 million. These numbers at least indicate one thing—this is not a "chain that peaks upon going online and then returns to zero", but one with ongoing activity.
However, the truly critical factor is not the total number of transactions, but whether these activities can be remembered. Vanar's design philosophy is very clear: creation, interaction, and gaming behaviors will form traceable long-term states, rather than being cleared once the activity ends. The longer you stay in the ecosystem, the thicker the history, the lower the friction for subsequent participation, and the higher the opportunity cost of leaving.
This is completely different from simply issuing rewards. Subsidies address the question of "to come or not to come", while memory addresses the question of "to leave or not to leave". When the system can recognize who you are, what you have done, and what relationships you have accumulated, the ecosystem will naturally form a group of "permanent residents", rather than just holiday visitors.
There is also an easily overlooked point: multiple applications sharing the same set of identities and histories. You do not need to start from scratch in every new game or new content; previous accumulations can be continuously called upon. This continuity, in itself, is a source of activity.
What I am now more concerned about is whether these on-chain data can continue to grow without strong activity incentives. If they can, then Vanar is at least on a more rational path than most projects in terms of "avoiding ghost towns".

