Gameplay Mechanics
β° Epoch System
Section titled ββ° Epoch SystemβThe 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 donβt claim (or have a π§βπΌ 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)
π Emission Formula
Section titled βπ Emission FormulaβEmission 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).
π‘οΈ Base Emission Floor
Section titled βπ‘οΈ Base Emission Floorβ10% of each epochβs 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.
ποΈ Gym Progression
Section titled βποΈ Gym ProgressionβEach 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.
| Level | Name | Benches | Upgrade Cost | Cooldown | Power Gate |
|---|---|---|---|---|---|
| 1 | π Garage | 6 | β | β | β |
| 2 | π Home Gym | 8 | 500 $GAINZ | 24h | 500 |
| 3 | π¨ Hotel Gym | 10 | 1,000 $GAINZ | 48h | 1,500 |
| 4 | π¨ Studio | 12 | 2,000 $GAINZ | 72h | 4,000 |
| 5 | ποΈ Resort | 14 | 4,000 $GAINZ | 96h | 10,000 |
| 6 | ποΈ Local Gym | 16 | 8,000 $GAINZ | 120h | 25,000 |
| 7 | π’ Fitness Center | 18 | 15,000 $GAINZ | 144h | 50,000 |
| 8 | π Premium Gainz | 20 | 25,000 $GAINZ | 168h | 100,000 |
Note: Power gates are based on base athlete power only β supplements do not count toward the gate.
π Feature Unlocks by Level
Section titled βπ Feature Unlocks by Levelβ- Level 2: π₯€ Smoothie Bar (flat-boost supplements) + π©Ή Injury System
- Level 3: βοΈ Spartacus Arena participation + π₯ Referral System (generate codes, earn referrer RR)
- Level 4: π GNZ Nutrition (percentage-based supplements)
- Level 5: π§’ Trainer System (global power boosts)
- Level 6: 𧬠Fusion Lab (combine athletes/supplements)
- Level 7: π Premium Supplement Packs (Epic+ drops with small Exalted chance)
- Level 8: π 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.
β© Skipping Cooldowns with RR
Section titled ββ© Skipping Cooldowns with RRβDonβt 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 youβd save.
The same 1 RR = 1 minute rate applies to athlete warm-up timers.
π§ Smart Rush
Section titled βπ§ Smart RushβFor 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.
ποΈ Athlete System
Section titled βποΈ Athlete Systemβπ΄ Pack Drop Rates by Gym Level
Section titled βπ΄ Pack Drop Rates by Gym LevelβStandard athlete packs (200 $GAINZ each) roll at rates determined by your highest gym level. Higher levels improve your Mythic and Legendary chances meaningfully:
| Level | βͺ Common | π’ Uncommon | π΅ Rare | π£ Epic | π‘ Legendary | π΄ Mythic |
|---|---|---|---|---|---|---|
| L1 | 45.00% | 30.00% | 15.00% | 7.00% | 2.50% | 0.50% |
| L2 | 44.50% | 30.00% | 15.30% | 7.20% | 2.50% | 0.50% |
| L3 | 44.00% | 29.80% | 15.50% | 7.30% | 2.90% | 0.50% |
| L4 | 43.30% | 29.40% | 16.00% | 7.40% | 3.35% | 0.55% |
| L5 | 42.60% | 29.00% | 16.55% | 7.50% | 3.75% | 0.60% |
| L6 | 41.80% | 28.60% | 17.30% | 7.65% | 3.95% | 0.70% |
| L7 | 40.85% | 27.85% | 18.20% | 7.85% | 4.40% | 0.85% |
| L8 | 40.00% | 27.00% | 19.00% | 8.00% | 5.00% | 1.00% |
Things to notice:
- π΄ Mythic rate doubles from L1 to L8 (0.50% β 1.00%)
- π‘ 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
π₯ Warm-Up Period
Section titled βπ₯ Warm-Up PeriodβWhen 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:
| Rarity | Warm-Up Time |
|---|---|
| βͺ Common | 1 hour |
| π’ Uncommon | 4 hours |
| π΅ Rare | 8 hours |
| π£ Epic | 12 hours |
| π‘ Legendary | 18 hours |
| π΄ Mythic | 24 hours |
| ποΈ Exalted | None |
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.
π©Ή Injury System (Unlocks at Level 2)
Section titled βπ©Ή Injury System (Unlocks at Level 2)βAthletes 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.
Injury chance per epoch (15 min)
Section titled βInjury chance per epoch (15 min)βEach healthy athlete rolls once per epoch for a potential injury. Per-epoch chances:
| Rarity | Per Epoch | Per 8 Hours (32 epochs) |
|---|---|---|
| βͺ Common | 1.00% | 32% |
| π’ Uncommon | 0.75% | 24% |
| π΅ Rare | 0.50% | 16% |
| π£ Epic | 0.25% | 8% |
| π‘ Legendary | 0.12% | ~4% |
| π΄ Mythic | 0.06% | ~2% |
| ποΈ Exalted | Immune | Immune |
Recovery chance per epoch (15 min)
Section titled βRecovery chance per epoch (15 min)βEach 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:
| Rarity | Per Epoch | Per 8 Hours (32 epochs) |
|---|---|---|
| βͺ Common | 2.00% | ~47% |
| π’ Uncommon | 1.50% | ~38% |
| π΅ Rare | 1.00% | ~28% |
| π£ Epic | 0.62% | ~18% |
| π‘ Legendary | 0.37% | ~11% |
| π΄ Mythic | 0.20% | ~6% |
Recovery rates are roughly 2Γ the injury rates at every rarity, so untreated athletes spend most of their time healthy in steady state.
Healing options
Section titled βHealing optionsβ- π° Manual heal β spend $GAINZ equal to 10% of the athleteβs base power
- ποΈ Heal Token β free heal, earned from the Daily Locker
- π§ββοΈ 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.
- ποΈ 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.
- π°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.
π Supplement System
Section titled βπ Supplement SystemβSupplements are consumable items that boost individual athletes. There are two tiers:
π₯€ Smoothie Bar (Levels 2+) β Flat Boosts
Section titled βπ₯€ Smoothie Bar (Levels 2+) β Flat Boostsβ| Name | Rarity | Boost |
|---|---|---|
| Water Bottle | βͺ Common | +10 power |
| Protein Bar | π’ Uncommon | +25 power |
| Pre-Workout Shake | π΅ Rare | +50 power |
| Recovery Smoothie | π£ Epic | +100 power |
Cost: 25 $GAINZ per pack (discounted to 15 $GAINZ once GNZ Nutrition is unlocked at Level 4)
π GNZ Nutrition (Level 4+) β Percentage Boosts
Section titled βπ GNZ Nutrition (Level 4+) β Percentage Boostsβ| Name | Rarity | Boost |
|---|---|---|
| Amino Tablets | βͺ Common | +1% |
| Electrolyte Pack | π’ Uncommon | +3% |
| Creatine Monohydrate | π΅ Rare | +5% |
| Samsonβs Hair Tonic | π£ Epic | +15% |
| Ambrosia Elixir | π‘ Legendary | +50% |
| Zeus Juice | π΄ Mythic | +100% |
| Titanβs Nectar | ποΈ Exalted | +200% |
Cost: 25 $GAINZ per pack
π§’ Trainer System (Unlocks at Level 5)
Section titled βπ§’ Trainer System (Unlocks at Level 5)βTrainers provide a global percentage boost across all athletes in all your gyms for 30 days. Only one trainer can be active at a time.
| Trainer | Rarity | Boost |
|---|---|---|
| Coach Z | βͺ Common | +1% |
| Form Police | π’ Uncommon | +2% |
| Drill Sergeant | π΅ Rare | +3% |
| Spartacus | π£ Epic | +5% |
| Atlas | π‘ Legendary | +7% |
| Odin | π΄ 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)
𧬠Fusion Lab (Unlocks at Level 6)
Section titled β𧬠Fusion Lab (Unlocks at Level 6)βCombine 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.
Athlete Fusion
Section titled βAthlete Fusionβ| Input | Required | Output | Cost |
|---|---|---|---|
| βͺ Common | 3 | π’ Uncommon | 100 $GAINZ |
| π’ Uncommon | 3 | π΅ Rare | 250 $GAINZ |
| π΅ Rare | 5 | π£ Epic | 500 $GAINZ |
| π£ Epic | 7 | π‘ Legendary | 5,000 $GAINZ |
| π‘ Legendary | 9 | π΄ Mythic | 25,000 $GAINZ |
Supplement Fusion
Section titled βSupplement Fusionβ| Input | Required | Output | Cost |
|---|---|---|---|
| βͺ Common | 3 | π’ Uncommon | 10 $GAINZ |
| π’ Uncommon | 3 | π΅ Rare | 25 $GAINZ |
| π΅ Rare | 5 | π£ Epic | 50 $GAINZ |
| π£ Epic | 7 | π‘ Legendary | 1,000 $GAINZ |
| π‘ Legendary | 9 | π΄ Mythic | 5,000 $GAINZ |
Trainer Fusion
Section titled βTrainer Fusionβ| Input | Required | Output | Cost |
|---|---|---|---|
| βͺ Common | 2 | π’ Uncommon | 1,000 $GAINZ |
| π’ Uncommon | 2 | π΅ Rare | 2,000 $GAINZ |
| π΅ Rare | 3 | π£ Epic | 3,000 $GAINZ |
| π£ Epic | 4 | π‘ Legendary | 5,000 $GAINZ |
| π‘ Legendary | 5 | π΄ Mythic | 10,000 $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).
π Daily Locker
Section titled βπ Daily LockerβA 30-day reward calendar that resets automatically. Claim one reward per day.
Free Track
Section titled βFree TrackβOver 30 days, players earn:
- 2,025 $GAINZ
- 5 Athlete Packs
- 11 Supplement Packs
- Guaranteed π£ Epic Samson on Day 30
- ποΈ Heal Tokens and Warmup Skip Tokens
- Roid Rage bonuses
Premium Track (2,500 RR)
Section titled βPremium Track (2,500 RR)βActivating the premium locker doubles most rewards and adds exclusive drops:
- 4,250 $GAINZ total
- Guaranteed π Epic+ Athlete Pack on Day 30
- Additional trainer packs and tokens
Catch-Up
Section titled βCatch-UpβMissed a day? Pay 50 RR per missed day to catch up on past rewards.
π‘οΈ Franchise System
Section titled βπ‘οΈ Franchise SystemβPlayers who max out multiple gyms to Level 8 earn permanent franchise bonuses on both global power and Premium Athlete Pack Mythic drop rate:
| Tier | L8 Gyms Required | Global Power Boost | Premium Mythic Boost | Effective Premium Mythic |
|---|---|---|---|---|
| π₯ Bronze | 3 | +1% | +0.5% | 5.5% |
| π₯ Silver | 6 | +2% | +1.0% | 6.0% |
| π₯ Gold | 9 | +3% | +1.5% | 6.5% |
| π Platinum | 12 | +4% | +2.0% | 7.0% |
| π Diamond | 15 | +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 packβs 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.
π’ Multiple Gyms
Section titled βπ’ Multiple GymsβPlayers 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.
π Rebirth System
Section titled βπ Rebirth SystemβOnce 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.