Tokenomics & Economy
π $Gainz Token
Section titled βπ $Gainz Tokenβ$Gainz is the primary utility token of Gainz Gym. It is an SPL token on the Solana blockchain with a fixed supply of 2.5 billion tokens and 9 decimal places. Mint and freeze authorities have both been revoked β no new $Gainz can ever be created and no balance can be frozen.
πͺͺ Official Contract Address
Section titled βπͺͺ Official Contract Addressβ$GAINZ Mint: FtFxa8hCQR2zrfgdboFAkYDyoj8iMq4EhRjzbpZAanti
Verify on Solscan Β· Solana Explorer. This is the only official $GAINZ contract. Any token using the Gainz/GAINZ name with a different mint address is not affiliated with Gainz Gym.
π 1.25 billion $Gainz (50% of total supply) is locked via Streamflow with a 1-year cliff unlocking April 28, 2027. This is a public, on-chain vesting contract β verifiable on Solscan or Streamflowβs explorer. Only the remaining 1.25B circulates during the gameβs first year, backing emissions, prize pools, and the open market.
π₯ Token Utility
Section titled βπ₯ Token UtilityβAll $Gainz spent in-game are burned β permanently removed from circulation. This creates natural deflation as the player base grows. $Gainz is used for:
- ποΈ Purchasing athlete packs (200 $GAINZ)
- π₯€ Purchasing supplement packs (15-25 $GAINZ)
- π§’ Purchasing trainer packs (1,000 $GAINZ)
- π Premium packs (350-1,500 $GAINZ)
- β¬οΈ Gym upgrades (500-25,000 $GAINZ per level, L2 through L8)
- π©Ή Healing injured athletes
- 𧬠Fusion costs (10-25,000 $GAINZ β athletes, supplements, and trainers)
- π§’ Trainer re-equip fees (1,000-30,000 $GAINZ)
π How $GAINZ is Earned
Section titled βπ How $GAINZ is EarnedβEvery 15-minute epoch, the game distributes $GAINZ to all active players:
- Base emission (10%): Split equally among all players per account, ensuring a floor income for everyone
- Power-weighted emission (90%): Distributed proportionally based on each playerβs total effective power across all gyms
Per-Epoch Emission Formula:
Emission = min(35,000 x (total_benches / 20,000), 35,000)Emissions scale with the total number of benches across all players. At 20,000 total benches, the cap of 35K $GAINZ per epoch is reached (~3.36 million $GAINZ per day).
π Roid Rage (RR)
Section titled βπ Roid Rage (RR)βRoid Rage is the premium in-game currency purchased with SOL. It cannot be earned through gameplay emissions β it must be bought. RR is the primary way SOL enters the game economy.
π¦ RR Packs
Section titled βπ¦ RR Packsβ| Pack | RR Amount | SOL Cost | Rate |
|---|---|---|---|
| π Small | 750 | 0.1 SOL | 7,500 RR/SOL |
| π¦ Large | 4,500 | 0.5 SOL | 9,000 RR/SOL |
| π’ Boat Load | 10,000 | 1.0 SOL | 10,000 RR/SOL |
| π£ Mother Load | 110,000 | 10.0 SOL | 11,000 RR/SOL |
| β οΈ R.A.O.R.R. | 600,000 | 50.0 SOL | 12,000 RR/SOL |
Bulk purchases give better rates, incentivizing larger commitments. π R.A.O.R.R. (Ridiculous Amounts Of Roid Rage) is the whale-tier pack β best rate in the shop. β οΈ Warning: consuming this much Roid Rage could be hazardous to your health.
β‘ RR Uses
Section titled ββ‘ RR Usesβ- π’ Gym Purchases: 10,000 RR per additional gym
- β© Timer Skips: 1 RR = 1 minute skipped (warm-up, upgrade cooldowns, any duration-based timer)
- π Premium Locker: 2,500 RR for 30-day premium track
- π Premium Passes: 4,500 RR for 30-day Epic+ pack access
- π§βπΌ Hire Gym Manager: 1,125 RR for 7-day automatic claiming (pausing freezes the countdown)
- π§ββοΈ Hire Physical Therapist: 1,125 RR for 7 days β reduces injury chance by 33% across your bench (always-on for the full 7 days) AND auto-heals injured athletes during claims using your $Gainz balance (highest rarity first). Pause toggles auto-heal off β the timer keeps running
- βοΈ Competition Entry: 50-1,000 RR depending on weight class
- π Locker Catch-Up: 50 RR per missed day
π§ SOL Flow & Prize Pool
Section titled βπ§ SOL Flow & Prize PoolβSOL enters the game through several paths:
- π³ First gym (paid entry): 0.5 SOL
- ποΈ Early Access pass: 0.5 SOL (pre-launch only β limited to 300 spots, remove from docs after launch)
- π Free-to-Play conversion: 0.75 SOL (when a F2P player upgrades to full access)
- π’ Additional gyms: purchased with RR (which was purchased with SOL)
- π Roid Rage packs: 0.1 / 0.5 / 1.0 / 10.0 / 50.0 SOL depending on tier
A significant portion of every SOL spent in the game accumulates in the season prize wallet (currently around 50%, adjusting over time as the network grows). The remainder funds operations via team and treasury wallets. The current seasonβs prize pool is shown live in the Arena panel and is always verifiable on-chain β the in-game purse is simply the on-chain balance of the prize wallet.
This creates a direct connection between player spending and competitive rewards: more players buying RR = bigger prize pools = more incentive to compete. The prize-pool share is intentionally weighted heavily during the early-growth phase to seed meaningful rewards while the player base is still forming, then progressively rebalances as the network reaches critical mass.
ποΈ Early Access Pass Tiers (pre-launch only)
Section titled βποΈ Early Access Pass Tiers (pre-launch only)βDuring the pre-launch EA sale, the first 300 buyers are grouped into four tiers based on purchase order, each receiving a larger starter RR bonus than the standard 60 RR airdrop:
| Tier | Paid Spots | Starter RR Bonus |
|---|---|---|
| π₯ Founder | 1 β 50 | 4,500 RR |
| π¦ Early Bird | 51 β 100 | 3,000 RR |
| β¨ Original | 101 β 200 | 1,500 RR |
| π Pre-Launch | 201 β 300 | 750 RR |
EA passes pre-pay the first gym, so no additional SOL is required at launch β the pass holder simply connects their wallet and opens their pre-paid gym.
π Free-to-Play Conversion
Section titled βπ Free-to-Play ConversionβPlayers who start on the Free-to-Play trial (capped at Level 2, no withdrawals, no arena, no referrals) can convert to a full paid account anytime for 0.75 SOL. All progress β gyms, athletes, balances β is preserved. This unlocks gym levels 3 through 8, withdrawals, the Daily Locker, Spartacus Arena entry, and the referral system. The 0.75 SOL converts via the same split as any other SOL spend (50% prize pool, 30% treasury, 20% team).
π₯ Economy Sinks
Section titled βπ₯ Economy SinksβAll $GAINZ spent in-game are burned, creating permanent deflationary pressure. The key sinks are:
| Sink | Description |
|---|---|
| π¦ Pack purchases | Primary sink β constant demand for new athletes/supplements |
| β¬οΈ Gym upgrades | Progressive sink as players level up (500-25,000 per level) |
| π©Ή Healing | Recurring sink from injury system |
| 𧬠Fusion costs | High-end sink for combining items (up to 25,000 per fusion) |
| π§’ Trainer re-equip | Recurring 30-day cycle (1,000-30,000 by rarity) |
| π Premium packs | High-cost sink for endgame players |
π Anti-Whale Protection
Section titled βπ Anti-Whale ProtectionβTo prevent large players from dominating emissions, diminishing returns apply at high power levels:
| Total Power Range | Earning Efficiency |
|---|---|
| 0 - 2,000,000 | 100% |
| 2M - 8,000,000 | 90% |
| 8M - 20,000,000 | 80% |
| 20,000,000+ | 65% |
This is applied as a blended/marginal system (like tax brackets), not a cliff. A player at 8.2M total power earns at ~92.2% efficiency, not 80%.
π Deposit & Withdrawal (Vault)
Section titled βπ Deposit & Withdrawal (Vault)β$GAINZ tokens can be deposited and withdrawn through the on-chain Vault program.
π₯ Deposits
Section titled βπ₯ Depositsβ- Transfer $GAINZ from your wallet to the vault PDA
- The game verifies the on-chain transaction
- Your in-game balance is credited
π€ Withdrawals
Section titled βπ€ Withdrawalsβ- Request a withdrawal from your in-game balance
- The server builds and signs an authorization transaction
- Your wallet signs and submits to Solana
- The on-chain program verifies the signature and transfers tokens
- Built-in replay protection prevents double-spending
Withdrawal Fee: A percentage of each withdrawal is routed to the treasury (not burned) to fund ongoing operations and incentives. Daily withdrawal limits are enforced to maintain economy stability.
π‘οΈ Security: The vault is designed so no server-side private key can unilaterally move player funds β the on-chain program itself is the gatekeeper, and transfers require both server authorization and the playerβs wallet signature.
π₯ Loyalty Streak & Withdrawal Penalty
Section titled βπ₯ Loyalty Streak & Withdrawal PenaltyβTwo coupled mechanics reward continuous play and tax extraction.
πͺ Loyalty Streak (+0.5%/day, cap +15%)
Section titled βπͺ Loyalty Streak (+0.5%/day, cap +15%)βEvery day you claim Gainz, your loyalty streak ticks up by 1. The streak grants a +0.5% global power boost per day, capping at +15% at 30 days. The boost applies multiplicatively alongside trainer, franchise, and rebirth bonuses β it affects both your leaderboard power and your per-epoch emission share.
- Increments daily at 00:30 UTC for any wallet that claimed Gainz in the previous 24h
- Persists through rebirth β the streak rewards continuous play, not character resets
- Cap is on the boost, not the counter β the raw day count keeps climbing past 30 for future milestone perks; only the +15% boost ceiling is fixed
π Withdrawal Penalty (24h power deduction)
Section titled βπ Withdrawal Penalty (24h power deduction)βConfirmed withdrawals apply a temporary power deduction for 24 hours, on top of the standard withdrawal fee. Penalty size scales with the net (post-fee) amount withdrawn:
penalty = net_amount Γ· 10 basis points
A 32,000 net withdrawal β -32% power for 24h. A 10,000 net withdrawal β -10%. The penalty stacks with the loyalty boost β the bonus and the penalty both apply to your effective power at the same time, pulling in opposite directions.
π Streak Decrement on Withdrawal
Section titled βπ Streak Decrement on WithdrawalβConfirmed withdrawals also cut part of your streak, tiered by gross amount:
| Gross Withdrawal | Days Lost | Boost Impact |
|---|---|---|
| β€ 10,000 | -4 days | -2% boost |
| β€ 20,000 | -6 days | -3% boost |
| β€ 30,000 | -8 days | -4% boost |
| > 30,000 | -10 days | -5% boost |
Recovery is automatic β the daily cron grants +1 day for anyone still claiming, so a -10 day cut rebuilds in ~10 days of consistent play.
The loyalty boost is the trailing tax; the 24h penalty does most of the catch-up work. Together they reward reinvestment without hard-locking your funds.
π₯ Referral Program
Section titled βπ₯ Referral ProgramβBring friends and earn rewards:
- Referrer receives: 2,000 RR when referred player opens their first gym
- New player receives: 1,000 RR bonus for using a referral code
- Ongoing commission: 5% of referred playerβs RR purchases
ποΈ Bonus Referral Codes
Section titled βποΈ Bonus Referral CodesβEvery player starts with 1 referral code. Two additive tracks unlock more, stacking up to a cap of 8 total codes:
| Track | Milestone | Extra Codes |
|---|---|---|
| ποΈ Level Track | Reach Gym Level 3 | +1 |
| ποΈ Level Track | Reach Gym Level 6 | +1 |
| ποΈ Level Track | Reach Gym Level 8 | +1 |
| π’ Gym Track | Open 3rd gym | +1 |
| π’ Gym Track | Open 6th gym | +1 |
| π’ Gym Track | Open 9th gym | +1 |
| π’ Gym Track | Open 12th gym | +1 |
| π’ Gym Track | Open 15th gym | +1 |
The two tracks stack β a player at L8 with 9 gyms would have the starter code + 3 from the level track + 3 from the gym track = 7 codes. The cap is 8, so maxing both tracks eventually plateaus you there.
Unlock requirement: Generating and sharing referral codes unlocks at Gym Level 3. New players can still be referred and receive their signup bonus from day one β the L3 gate only applies to becoming a referrer yourself. Free-to-Play accounts cannot use referral codes in either direction (neither as referred nor as referrer) until they convert to a full paid account.