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Tokenomics & Economy

$Gainz is the primary utility token of Gainz Gym. It is an SPL token on the Solana blockchain with 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 Mint and freeze authorities have both been revoked β€” no new $Gainz can ever be created and no balance can be frozen.

$Gainz launched with a fixed supply of 2.5 billion. On August 17, 2026, 793,426,166 tokens β€” 31.7% of the entire supply β€” were permanently destroyed in a single on-chain burn known as The Cut. Because the mint authority is revoked, burned tokens can never be replaced.

Amount
Original supply at launch2,500,000,000
Destroyed in The Cut (2026-08-17)βˆ’793,426,166
Current total supply1,706,573,830

Verify the burn yourself: transaction on Solscan Β· live supply on Solscan.

$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.

πŸ”’ 1.25 billion $Gainz 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 Streamflow’s explorer.

Because The Cut destroyed tokens from the unlocked side of the supply, the locked tranche is now a larger share of what remains: roughly 73%, up from 50% at launch. That leaves 456,573,830 $Gainz outside the lock until April 2027, backing emissions, prize pools, and the open market. Of that unlocked portion, 300,000,000 is held as the Reserve at BrfXVq5…72fA4 β€” the reserve backing future liquidity and the game’s long-term supply needs. Every figure here is verifiable on-chain.

The August 2026 burn was the first of two. When the 1.25 billion unlocks at the Streamflow cliff on April 28, 2027, all of it will be burned β€” everything above the 300,000,000 Reserve.

Amount
Supply today1,706,573,830
To be burned at the 2027 cliffβˆ’1,250,000,000
Terminal supply~456,600,000

That is the end state: 81.7% of every $Gainz ever created, permanently destroyed. The locked tranche’s current 73% share is a temporary consequence of burning the unlocked side first β€” it resolves to zero at the cliff.

All $Gainz spent in-game are burned β€” permanently removed from circulation. This creates natural deflation as the player base grows. $Gainz is used for:

  • πŸ‹οΈ Purchasing athlete packs (200 $GAINZ)
  • πŸ₯€ Purchasing supplement packs (15-25 $GAINZ)
  • 🧒 Purchasing trainer packs (1,000 $GAINZ)
  • πŸ’Ž Premium packs (350-1,500 $GAINZ)
  • ⬆️ Gym upgrades (500-25,000 $GAINZ per level, L2 through L8)
  • 🩹 Healing injured athletes
  • 🧬 Fusion costs (10-20,000 $GAINZ β€” athletes, supplements, and trainers)
  • 🧒 Trainer re-equip fees (1,000-30,000 $GAINZ)

Every 15-minute epoch, the game distributes $GAINZ to all active players:

  1. Base emission (10%): A floor for active players, split as a 60/40 hybrid β€” 60% shared equally per account, 40% shared by benched effective power and capped at 7,000 power per account. The cap keeps the weighted half a floor rather than a second whale multiplier: building a roster grows your base income, but past 7,000 it stops climbing.
  2. Power-weighted emission (90%): Distributed proportionally based on each player’s 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).


Roid 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.

PackRR AmountPay withPrice
πŸ₯„ Just a Taste250SOL or $GAINZ0.035 SOL
πŸ’‰ Small Pack750SOL or $GAINZ0.1 SOL
πŸ“¦ Medium Pack4,500$GAINZ onlyβ€”
πŸ›’ Large10,000$GAINZ onlyβ€”
🚒 Boat Load52,500$GAINZ onlyβ€”
πŸ’£ The Mother Load110,000$GAINZ onlyβ€”

Bulk purchases give better $GAINZ rates, incentivizing larger commitments.

Above the two smallest packs, a Titan Hunt pack is the better value for your SOL. Every Titan pack bonuses out RR at a flat 10,000 RR per SOL β€” and then hands you a stack of Epic+ athletes on top, with guaranteed Titans at the God and Titan rungs.

Your SOLOld RR packTitan Hunt pack instead
0.5 SOL4,500 RR5,000 RR + 9 Epic+ athletes (β‰₯1 Legendary)
5 SOL52,500 RR50,000 RR + 20 athletes, β‰₯2 Titans guaranteed
10 SOL110,000 RR100,000 RR + 40 athletes, β‰₯4 Titans guaranteed

At the two biggest sizes the old RR packs did pay slightly more raw RR β€” but you walked away with nothing but RR. The athletes are the difference, and they’re worth far more than the handful of RR you give up.

So the larger RR packs are now $GAINZ β†’ RR only: they remain the way to turn the $GAINZ you earn in-game into RR. If you want to spend SOL beyond 0.1, buy a Titan Hunt pack.

  • 🏒 Gym Purchases: 5,000 RR for gyms 2-4 (half-price on-ramp), then 10,000 RR for gyms 5-18
  • ⏩ Timer Skips: 1 RR = 1 minute skipped (warm-up, upgrade cooldowns, any duration-based timer)
  • 🎁 Premium Locker: 2,500 RR for 30-day premium track
  • πŸ’Ž Premium Passes: 30-day Epic+ pack access β€” Athlete 4,500 RR, Supplement 2,500 RR
  • 🎰 Gym Bags (Pulls): 100 RR (Gym Bag) or 500 RR (Pro Duffle, Level 8+) per slot-reel pull at packs, tokens, and 24h power boosts
  • πŸ§‘β€πŸ’Ό Hire Gym Manager: 1,125 RR for 7-day automatic claiming (pausing freezes the countdown)
  • πŸ§‘β€βš•οΈ 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 You choose which rarity tiers it auto-heals.
  • βš”οΈ Competition Entry: 75-1,000 RR depending on weight class
  • πŸ“… Locker Catch-Up: 100 RR per missed day

SOL enters the game through several paths:

  • πŸ’³ First gym (paid entry): $20, paid in SOL at the live quote
  • πŸ†“ Free-to-Play conversion: $20, paid in SOL (when a F2P player upgrades to full access)
  • 🏒 Additional gyms: purchased with RR (which was purchased with SOL)
  • πŸ’‰ Roid Rage packs: 0.035 / 0.1 / 0.5 / 1.0 / 5.0 / 10.0 / 50.0 SOL depending on tier
  • πŸ’° GAINZ Packs: 0.1 / 0.25 / 1.0 / 5.0 SOL β€” direct $GAINZ purchase at one flat rate (see below)
  • πŸ—Ώ Titan packs: fixed SOL prices in the Titan Hunt shop
  • 🎯 Headhunter packs: 0.1 SOL β€” type-targeted Specialist packs (see Gameplay Mechanics)
  • 🌱 Rookie Pack: 0.1 SOL β€” new-player athlete pack at Premium odds, limit 4 per account (see Getting Started)

Everything except the first gym and the F2P conversion is a fixed SOL price. Those two are quoted in USD and charged in SOL at the live rate, so the entry price stays stable as SOL moves.

A significant portion of every SOL spent in the game accumulates in the season prize wallet (currently 40%, with the remainder split 40% treasury / 20% team; the ratio adjusts over time as the network grows). The current season’s 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.

Free-to-Play is uncapped on Season 2 β€” you can play all the way to Level 8, run the Daily Locker, and build without a level ceiling. What stays gated while you’re free:

  • Spartacus Arena entry β€” leaderboards are viewable by anyone, but competing for the SOL pool is members-only.
  • Referrals β€” paid accounts only.

Converting to a full paid account costs $20 (paid in SOL) and preserves all progress β€” gyms, athletes, balances. It unlocks the Arena and the referral system. The conversion flows through the same SOL split as any other spend.


All $GAINZ spent in-game are burned, creating permanent deflationary pressure. The key sinks are:

SinkDescription
πŸ“¦ Pack purchasesPrimary sink β€” constant demand for new athletes/supplements
⬆️ Gym upgradesProgressive sink as players level up (500-25,000 per level)
🩹 HealingRecurring sink from injury system
🧬 Fusion costsHigh-end sink for combining items (up to 20,000 per fusion)
🧒 Coach re-equip / renewalRecurring 30-day cycle (1,000-30,000 by rarity)
🩺 Specialist packs1,000 $GAINZ per pack β€” a per-gym staff slot to fill in every gym
πŸ” Auto-renew premiumOpt-in +15% on every Coach and Specialist renewal, charged each 30-day cycle
πŸ’Ž Premium packsHigh-cost sink for endgame players

To prevent large players from dominating emissions, diminishing returns apply at high power levels:

Total Power RangeEarning Efficiency
0 - 2,000,000100%
2M - 5,000,00090%
5M - 8,000,00080%
8M - 11,000,00070%
11,000,000+65%

This is applied as a blended/marginal system (like tax brackets), not a cliff. A player at 8.2M total power earns at ~88% efficiency, not 70%.


$GAINZ held in your wallet can be deposited into your in-game balance through the on-chain Vault program:

  1. Transfer $GAINZ from your wallet to the vault PDA
  2. The game verifies the on-chain transaction
  3. Your in-game balance is credited

πŸ›‘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.

As of the Prize Era (August 31, 2026), $GAINZ withdrawals are retired for Season 2, and the Payout Capacity ceiling is retired along with them β€” with no withdrawal rail, there is nothing left for it to meter.

Value leaves the game one way: seasonal SOL prizes from the Spartacus Arena. Prizes are paid in SOL from the on-chain prize wallet, on the published checkpoint schedule, and winnings are uncapped. The purse is pre-funded and always verifiable on-chain β€” the in-game prize display is simply the live balance of the prize wallet.

In short: $GAINZ can be purchased and deposited; it cannot be withdrawn. Competing in the Arena is how value comes back out β€” in SOL.


Need $GAINZ to play? Buy it directly in the shop β€” Roid Rage Shop β†’ PUMP tab β€” priced in SOL at one flat rate:

Pack$GAINZSOL Cost
πŸ’° Small Gainz4,5000.1 SOL
πŸ’° Solid Gainz11,2500.25 SOL
πŸ’° Large Gainz45,0001.0 SOL
πŸ’° Massive Gainz225,0005.0 SOL

The rate is calibrated so that 1 SOL of $GAINZ trades even with 1 SOL of RR β€” the Large pack’s 45,000 $GAINZ converts in-game to exactly the 10,000 RR that the 1-SOL RR pack sells. Purchases are capped at 5 SOL per wallet per day, credit your in-game balance directly, and flow through the same SOL split as every other purchase β€” a big share lands in the season prize wallet.


The original Meteora DAMM v2 liquidity pool (DxLqRv5R…NTiY) was closed on August 31, 2026 as part of the Prize Era launch. The SOL it held was rolled into the season prize wallet and the treasury β€” both movements are on-chain and verifiable β€” and the $Gainz side left the open market. The development team’s liquidity-provider position was closed with the pool.

What this means in practice:

  • $Gainz is not tradeable on a DEX this season. In-game, $GAINZ can be purchased (GAINZ Packs above) and deposited; value comes back out as SOL prizes.
  • In-game prices, yields, and drop rates are unchanged. The internal economy runs on the same numbers as before β€” the pool’s closure moved SOL to the prize pool, not any in-game price.
  • ⚠️ Beware unofficial pools. With no official pool live, any DEX pool that appears for the $GAINZ mint is not affiliated with Gainz Gym. Official liquidity events are announced in advance on Discord and in-game β€” nowhere else.

Any future return of open-market trading β€” for example a relaunched pool at a season boundary β€” would be announced in advance through official channels.


Every day you claim Gainz, your loyalty streak ticks up by 1. The streak grants a +0.5% global power boost per day, capping at +30% at 60 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 60 for future milestone perks; only the +30% boost ceiling is fixed

With withdrawals retired for the Prize Era there is nothing left for the loyalty power boost to protect, so the boost is winding down for the rest of Season 2 while the streak rewards keep paying:

  • Boost falls 1% per night at the 00:30 UTC tick, whether or not you claim, until it reaches 0. No new boost is earned. A 60-day streak keeps its full +30% on night one and is at 0 after 30 nights; players who never withdrew start higher and keep an edge on the way down
  • 15-day streak rewards continue β€” your streak day count keeps climbing for every day you claim, exactly as before, and every rung of the Milestone Track stays reachable through the end of the season, the Day-75 Titan included
  • May return β€” the boost comes back only alongside a future withdrawal rail; any such change is announced in advance

The streak historically paired with a stacking withdrawal power penalty and a per-withdrawal streak decrement. With withdrawals retired in the Prize Era, both mechanics are dormant β€” there is nothing left for them to tax. They would only return alongside a future withdrawal rail, and any such change would be announced in advance.


Bring friends and earn rewards:

  • Referrer receives: 1,000 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 player’s RR purchases

Every player starts with 1 referral code. Two additive tracks unlock more, stacking up to a cap of 8 total codes:

TrackMilestoneExtra Codes
πŸ—οΈ Level TrackReach Gym Level 3+1
πŸ—οΈ Level TrackReach Gym Level 6+1
πŸ—οΈ Level TrackReach Gym Level 8+1
🏒 Gym TrackOpen 3rd gym+1
🏒 Gym TrackOpen 6th gym+1
🏒 Gym TrackOpen 9th gym+1
🏒 Gym TrackOpen 12th gym+1
🏒 Gym TrackOpen 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.