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Gameplay Mechanics

The game runs on a 15-minute epoch cycle. Every epoch, each player earns $GAINZ based on their total gym power relative to all other players. Emissions are shared proportionally β€” the higher your power, the larger your share.

  • Epoch Duration: 15 minutes
  • Max Unclaimed Epochs: 32 (8 hours) β€” if you don’t claim (or have a πŸ§‘β€πŸ’Ό Gym Manager active), yields stop accumulating past this cap
  • Emission Scaling: Emissions scale dynamically based on total network bench count
  • Season 1 Hard Cap: 35,000 $GAINZ per epoch (reached at 20,000 total benches across all players)
Emission Per Epoch = min(35,000 x (total_benches / 20,000), 35,000)

At low player counts, emissions scale linearly with the number of benches in the game. Once the network reaches 20,000 total benches, emissions cap at 35K $GAINZ per epoch (~3.36 million $GAINZ per day).

10% of each epoch’s total emissions are split equally among all active players (per account, not per gym). This ensures all players always have a meaningful income floor regardless of the power distribution. The remaining 90% is distributed proportionally by power.


Each gym starts at Level 1 and can be upgraded to Level 8. Higher levels unlock more bench slots, new features, and improved drop rates on packs.

LevelNameBenchesUpgrade CostCooldownPower Gate
1πŸš— Garage6β€”β€”β€”
2🏠 Home Gym8500 $GAINZ24h500
3🏨 Hotel Gym101,000 $GAINZ48h1,500
4🎨 Studio122,000 $GAINZ72h4,000
5🏝️ Resort144,000 $GAINZ96h10,000
6πŸ™οΈ Local Gym168,000 $GAINZ120h25,000
7🏒 Fitness Center1815,000 $GAINZ144h50,000
8πŸ† Premium Gainz2025,000 $GAINZ168h100,000

Note: Power gates are based on base athlete power only β€” supplements do not count toward the gate.

  • Level 2: πŸ₯€ Smoothie Bar (flat-boost supplements) + 🩹 Injury System
  • Level 3: βš”οΈ Spartacus Arena participation + πŸ‘₯ Referral System (generate codes, earn referrer RR)
  • Level 4: πŸ’Š GNZ Nutrition (percentage-based supplements)
  • Level 5: 🧒 Trainer System (global power boosts)
  • Level 6: 🧬 Fusion Lab (combine athletes/supplements)
  • Level 7: πŸ’Ž Premium Supplement Packs (Epic+ drops with small Exalted chance)
  • Level 8: 🌟 Premium Athlete Packs (Epic+ drops with small Exalted chance β€” the only way to recruit multiple Titans, since Legendaries cannot be fused into Exalted)

Note: The Arena leaderboard is viewable at any level, but registering for a season requires reaching Level 3 on at least one gym. Similarly, you can be referred and receive a signup bonus from day one, but you must reach Level 3 to generate and share your own referral codes.

Don’t want to wait for an upgrade cooldown to finish? Spend Roid Rage at a flat rate of 1 RR = 1 minute skipped. You can shave off any number of minutes β€” skip an hour, skip the whole remaining cooldown, whatever balances your RR budget against the time you’d save.

The same 1 RR = 1 minute rate applies to athlete warm-up timers.

For players who want to level up fast, Smart Rush calculates the optimal cost to rush from your current level to any target level, combining $GAINZ upgrade costs and RR skip costs into a single click. You can rush multiple levels in a single transaction by clicking the gym level button on the left of the main gym screen.


Standard athlete packs (200 $GAINZ each) roll at rates determined by your highest gym level. Higher levels improve your Mythic and Legendary chances meaningfully:

Levelβšͺ Common🟒 UncommonπŸ”΅ Rare🟣 Epic🟑 LegendaryπŸ”΄ Mythic
L145.00%30.00%15.00%7.00%2.50%0.50%
L244.50%30.00%15.30%7.20%2.50%0.50%
L344.00%29.80%15.50%7.30%2.90%0.50%
L443.30%29.40%16.00%7.40%3.35%0.55%
L542.60%29.00%16.55%7.50%3.75%0.60%
L641.80%28.60%17.30%7.65%3.95%0.70%
L740.85%27.85%18.20%7.85%4.40%0.85%
L840.00%27.00%19.00%8.00%5.00%1.00%

Things to notice:

  • πŸ”΄ Mythic rate doubles from L1 to L8 (0.50% β†’ 1.00%)
  • 🟑 Legendary rate doubles from L1 to L8 (2.50% β†’ 5.00%)
  • L1-L3 Mythic stays flat at 0.50% β€” parking at L3 gives no Mythic-rate benefit, the real jump begins at L4

When an athlete is first placed on a bench, they enter a warm-up period during which they earn at 50% power. Warm-up duration scales with rarity:

RarityWarm-Up Time
βšͺ Common1 hour
🟒 Uncommon4 hours
πŸ”΅ Rare8 hours
🟣 Epic12 hours
🟑 Legendary18 hours
πŸ”΄ Mythic24 hours
πŸ›οΈ ExaltedNone

You can skip warm-up instantly by spending Roid Rage (1 RR per remaining minute). Warm-Up Skip Tokens from the Daily Locker can also be used for free.

Athletes can get injured during epochs. Injured athletes earn at only 30% power. Injury chance scales inversely with rarity β€” common athletes get hurt more often, mythics rarely.

⏳ Injuries accrue for up to 24 hours β€” longer than the yield cap. Yields stop accumulating after 8 hours (32 epochs), but injury rolls keep going for up to 24 hours (96 epochs) while a bench sits unclaimed. So if you’re away for more than 8 hours, you can return to injuries that happened after your yield maxed out β€” you’ll collect 8 hours of $GAINZ but may still find athletes hurt from the full time you were gone. These now show up in your claim history like any other injury. Claim more often (or hire a πŸ§‘β€βš•οΈ Physical Therapist) to keep your bench healthy.

Each healthy athlete rolls once per epoch for a potential injury. Per-epoch chances:

RarityPer EpochPer 8 Hours (32 epochs)
βšͺ Common1.00%32%
🟒 Uncommon0.75%24%
πŸ”΅ Rare0.50%16%
🟣 Epic0.25%8%
🟑 Legendary0.12%~4%
πŸ”΄ Mythic0.06%~2%
πŸ›οΈ ExaltedImmuneImmune

Each injured athlete rolls once per epoch for natural recovery β€” same cadence as injury rolls, so claim frequency does not change your total recovery odds across a window. Per-epoch chances:

RarityPer EpochPer 8 Hours (32 epochs)
βšͺ Common2.00%~47%
🟒 Uncommon1.50%~38%
πŸ”΅ Rare1.00%~28%
🟣 Epic0.62%~18%
🟑 Legendary0.37%~11%
πŸ”΄ Mythic0.20%~6%

Recovery rates are roughly 2Γ— the injury rates at every rarity, so untreated athletes spend most of their time healthy in steady state.

  • πŸ’° Manual heal β€” spend $GAINZ equal to 10% of the athlete’s base power
  • 🎟️ Heal Token β€” free heal, earned from the Daily Locker
  • πŸ§‘β€βš•οΈ Hire Physical Therapist β€” 1,125 RR for 7 days. Reduces injury chance by 33% across your bench AND auto-heals injured athletes during each claim using your $GAINZ balance, prioritizing your highest-rarity injuries first. Skips any heal that would exceed your $GAINZ balance. Pause any time to turn off the auto-heal β€” the 33% injury reduction stays on, and the 7-day timer keeps running.
  • 🎟️ Reserve Heal Tokens β€” apply heal tokens directly to specific athletes from their detail popup. When that athlete gets injured, a reserved token auto-consumes during the claim instead of paying $GAINZ. Works whether or not Physical Therapist is active. Single-use per token: each reserved token covers one injury. Stack multiple on a Mythic/Legendary if you want extra coverage.
  • πŸ•°οΈ Natural recovery β€” each injured athlete rolls a recovery chance once per epoch (see table above). Total recovery odds across a window are the same regardless of how often you claim.

Important: Injured athletes cannot be removed or swapped from benches. You must heal them first β€” no replacing an injured athlete to avoid healing costs.


Supplements are consumable items that boost individual athletes. There are two tiers:

πŸ₯€ Smoothie Bar (Levels 2+) β€” Flat Boosts

Section titled β€œπŸ₯€ Smoothie Bar (Levels 2+) β€” Flat Boosts”
NameRarityBoost
Water Bottleβšͺ Common+10 power
Protein Bar🟒 Uncommon+25 power
Pre-Workout ShakeπŸ”΅ Rare+50 power
Recovery Smoothie🟣 Epic+100 power

Cost: 25 $GAINZ per pack (discounted to 15 $GAINZ once GNZ Nutrition is unlocked at Level 4)

πŸ’Š GNZ Nutrition (Level 4+) β€” Percentage Boosts

Section titled β€œπŸ’Š GNZ Nutrition (Level 4+) β€” Percentage Boosts”
NameRarityBoost
Amino Tabletsβšͺ Common+1%
Electrolyte Pack🟒 Uncommon+3%
Creatine MonohydrateπŸ”΅ Rare+5%
Samson’s Hair Tonic🟣 Epic+15%
Ambrosia Elixir🟑 Legendary+50%
Zeus JuiceπŸ”΄ Mythic+100%
Titan’s NectarπŸ›οΈ Exalted+200%

Cost: 25 $GAINZ per pack


Trainers provide a global percentage boost across all athletes in all your gyms for 30 days. Only one trainer can be active at a time.

TrainerRarityBoost
Coach Zβšͺ Common+1%
Form Police🟒 Uncommon+2%
Drill SergeantπŸ”΅ Rare+3%
Spartacus🟣 Epic+5%
Atlas🟑 Legendary+7%
OdinπŸ”΄ Mythic+10%
  • Pack Cost: 1,000 $GAINZ
  • Unlock Requirement: Level 5
  • Building Rapport: New trainers operate at 50% effectiveness for the first 24 hours
  • Re-equip: Expired trainers can be re-equipped at a cost (1,000 - 30,000 $GAINZ by rarity)

Combine multiple same-rarity items to create a single item of the next rarity tier. Fusion is the guaranteed path to higher rarities β€” you pay a premium for the certainty, but you can also pull high-rarity items directly from packs with luck.

InputRequiredOutputCost
βšͺ Common3🟒 Uncommon100 $GAINZ
🟒 Uncommon3πŸ”΅ Rare250 $GAINZ
πŸ”΅ Rare5🟣 Epic500 $GAINZ
🟣 Epic7🟑 Legendary5,000 $GAINZ
🟑 Legendary9πŸ”΄ Mythic25,000 $GAINZ
InputRequiredOutputCost
βšͺ Common3🟒 Uncommon10 $GAINZ
🟒 Uncommon3πŸ”΅ Rare25 $GAINZ
πŸ”΅ Rare5🟣 Epic50 $GAINZ
🟣 Epic7🟑 Legendary1,000 $GAINZ
🟑 Legendary9πŸ”΄ Mythic5,000 $GAINZ
InputRequiredOutputCost
βšͺ Common2🟒 Uncommon1,000 $GAINZ
🟒 Uncommon2πŸ”΅ Rare2,000 $GAINZ
πŸ”΅ Rare3🟣 Epic3,000 $GAINZ
🟣 Epic4🟑 Legendary5,000 $GAINZ
🟑 Legendary5πŸ”΄ Mythic10,000 $GAINZ

Trainer fusion uses a shallower ladder because trainer packs cost 1,000 $GAINZ (5Γ— the athlete pack price). Requiring the same 9-input Legendary-to-Mythic jump athletes use would mean ripping ~9,000 $GAINZ in packs just to source the fusion inputs β€” on top of the fusion cost itself. The 2/2/3/4/5 ladder keeps total trainer progression cost in the same ballpark as athletes. Trainer fusion is also deterministic β€” no skip chance rolls.

Athlete and supplement fusion each have a small skip chance (3% for Common/Uncommon, 5% for Rare+) to produce an item two rarities higher instead of one. Note: no fusion path reaches Exalted β€” the Titan tier is pack-only (Premium Athlete Packs at Level 8 are the only way to recruit multiple Titans).


A 30-day reward calendar that resets automatically. Claim one reward per day.

Over 30 days, players earn:

  • 2,025 $GAINZ
  • 5 Athlete Packs
  • 10 Supplement Packs
  • πŸŽ’ 3 free Gym Bag pulls β€” auto-rolled at claim, same prize table as the shop’s 100 RR bag
  • Guaranteed 🟣 Epic Samson on Day 30
  • 🎟️ Heal Tokens and Warmup Skip Tokens
  • Roid Rage bonuses

Activating the premium locker doubles most rewards and adds exclusive drops:

  • 4,250 $GAINZ total
  • 🧳 3 free Pro Duffle pulls β€” the 500 RR premium bag, auto-rolled
  • Guaranteed 🌟 Epic+ Athlete Pack on Day 30
  • Additional trainer packs and tokens

Missed a day? Pay 50 RR per missed day to catch up on past rewards.


Spend RR to open mystery bags in the Pulls tab of the RR shop. Each bag is an independent draw β€” open 1–5 at a time on a spinning slot reel. Bags are a pure RR sink: every prize is in-game value (RR, packs, tokens, boosts).

The entry bag. Mostly supplement & athlete packs and RR, with rarer 🎟️ Heal Tokens and Warmup Skips, and a small shot at a mega RR jackpot.

🧳 Pro Duffle β€” 500 RR (unlocks at Level 8)

Section titled β€œπŸ§³ Pro Duffle β€” 500 RR (unlocks at Level 8)”

The premium bag β€” reaching a Level 8 gym is its unlock. Drops 🌟 Epic+ supplement & athlete packs (real shots at Mythic and Titan), the exclusive items below, and a bigger RR jackpot. Like every Level-gated feature, it re-locks on Rebirth.

Won from bags (and the Daily Locker) β€” manage them in your roster’s Items tab:

  • β€οΈβ€πŸ©Ή Heal Token β€” instantly heal an injured athlete, no $GAINZ cost
  • ⏩ Warmup Skip β€” skip an athlete’s warm-up, no RR cost
  • πŸ—‘οΈ Discard-All Token β€” clear every inventory athlete of a chosen rarity at once (perfect for unclogging a capped roster). Bypasses the Level 6 fusion lockout; Mythic & Titan are always protected
  • ⚑ 24h Power Boost β€” a global power boost for 24 hours (+25% or +50%). Activate it from the Items tab when it counts β€” a tight weekly race, maximizing gainz for a big upgrade. One active at a time (no stacking or pausing); a chip shows the live countdown

Bags are tuned to feel rewarding while always net-draining RR over time β€” the big-ticket items (power boosts, mega RR) are deliberately rare chases.


Players who max out multiple gyms to Level 8 earn permanent franchise bonuses on both global power and Premium Athlete Pack Mythic drop rate:

TierL8 Gyms RequiredGlobal Power BoostPremium Mythic BoostEffective Premium Mythic
πŸ₯‰ Bronze3+1%+0.5%5.5%
πŸ₯ˆ Silver6+2%+1.0%6.0%
πŸ₯‡ Gold9+3%+1.5%6.5%
πŸ’Ž Platinum12+4%+2.0%7.0%
πŸ‘‘ Diamond15+5%+2.5%7.5%

The Premium Mythic boost stacks on top of the base 5% Mythic rate on Premium Athlete Packs (and on weekly-prize Epic+ athlete rolls). The boost is donated from the Epic share β€” Legendary, Exalted, and the rebirth-Exalted ramp are untouched. At Diamond tier, a Premium pack’s per-Mythic cost reaches parity with regular pack ripping at L8 (~20,000 $GAINZ per Mythic on average) while keeping the Titan chase as the unique Premium-only reward.


Players can own up to 15 gyms. Additional gyms cost 10,000 RR each (equivalent to 1 SOL in the RR shop). Each gym operates independently with its own bench slots, upgrade level, and cooldowns. Your trainer boost and franchise bonus apply globally across all gyms.


Once a player has all 15 gyms maxed to Level 8, a Mythic trainer equipped, and Mythic or Exalted athletes on every bench, they can trigger a rebirth β€” resetting all gyms to start fresh with permanent bonuses:

  • +5% global power boost per rebirth
  • +5% cooldown reduction per rebirth

Rebirths stack, rewarding the most dedicated players with compounding advantages.