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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 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 Mint and freeze authorities have both been revoked β€” no new $Gainz can ever be created and no balance can be frozen.

$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 (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 Streamflow’s explorer. Only the remaining 1.25B circulates during the game’s first year, backing emissions, prize pools, and the open market.

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 (10-25,000 $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%): Split equally among all players per account, ensuring a floor income for everyone
  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 AmountSOL CostRate
πŸ’‰ Small7500.1 SOL7,500 RR/SOL
πŸ“¦ Large4,5000.5 SOL9,000 RR/SOL
🚒 Boat Load10,0001.0 SOL10,000 RR/SOL
πŸ’£ Mother Load110,00010.0 SOL11,000 RR/SOL
☠️ R.A.O.R.R.600,00050.0 SOL12,000 RR/SOL

Bulk purchases give better rates, incentivizing larger commitments. πŸ‹ R.A.O.R.R. (Ridiculous Amounts Of Roid Rage) is the whale-tier pack β€” best rate in the shop. ⚠️ Warning: consuming this much Roid Rage could be hazardous to your health.

  • 🏒 Gym Purchases: 10,000 RR per additional gym
  • ⏩ 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: 4,500 RR for 30-day Epic+ pack access
  • 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
  • βš”οΈ Competition Entry: 50-1,000 RR depending on weight class
  • πŸ“… Locker Catch-Up: 50 RR per missed day

SOL enters the game through several paths:

  • πŸ’³ First gym (paid entry): 0.5 SOL
  • 🎟️ Early Access pass: 0.5 SOL (pre-launch only β€” limited to 300 spots, remove from docs after launch)
  • πŸ†“ Free-to-Play conversion: 0.75 SOL (when a F2P player upgrades to full access)
  • 🏒 Additional gyms: purchased with RR (which was purchased with SOL)
  • πŸ’‰ 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 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.

🎟️ Early Access Pass Tiers (pre-launch only)

Section titled β€œπŸŽŸοΈ Early Access Pass Tiers (pre-launch only)”

During 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:

TierPaid SpotsStarter RR Bonus
πŸ₯‡ Founder1 – 504,500 RR
🐦 Early Bird51 – 1003,000 RR
✨ Original101 – 2001,500 RR
πŸš€ Pre-Launch201 – 300750 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.

Players 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).


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 25,000 per fusion)
🧒 Trainer re-equipRecurring 30-day cycle (1,000-30,000 by rarity)
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 - 8,000,00090%
8M - 20,000,00080%
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%.


$GAINZ tokens can be deposited and withdrawn 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
  1. Request a withdrawal from your in-game balance
  2. The server builds and signs an authorization transaction
  3. Your wallet signs and submits to Solana
  4. The on-chain program verifies the signature and transfers tokens
  5. 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.

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, and transfers require both server authorization and the player’s wallet signature.


Two coupled mechanics reward continuous play and tax extraction.

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 +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

Confirmed 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.

Confirmed withdrawals also cut part of your streak, tiered by gross amount:

Gross WithdrawalDays LostBoost Impact
≀ 10,000-4 days-2% boost
≀ 20,000-6 days-3% boost
≀ 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.


Bring 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 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.