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 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 Mint and freeze authorities have both been revoked β no new $Gainz can ever be created and no balance can be frozen.
$Gainz launched with a fixed supply of 2.5 billion. On August 17, 2026, 793,426,166 tokens β 31.7% of the entire supply β were permanently destroyed in a single on-chain burn known as The Cut. Because the mint authority is revoked, burned tokens can never be replaced.
| Amount | |
|---|---|
| Original supply at launch | 2,500,000,000 |
| Destroyed in The Cut (2026-08-17) | β793,426,166 |
| Current total supply | 1,706,573,830 |
Verify the burn yourself: transaction on Solscan Β· live supply on Solscan.
πͺͺ Official Contract Address
Section titled βπͺͺ Official Contract Addressβ$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 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.
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 BrfXVq5β¦72fA4 β the reserve backing future liquidity and the gameβs long-term supply needs. Every figure here is verifiable on-chain.
ποΈ The second burn β April 28, 2027
Section titled βποΈ The second burn β April 28, 2027βThe 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 today | 1,706,573,830 |
| To be burned at the 2027 cliff | β1,250,000,000 |
| Terminal supply | ~456,600,000 |
That is the end state: 81.7% of every $Gainz ever created, permanently destroyed. The locked trancheβs current 73% share is a temporary consequence of burning the unlocked side first β it resolves to zero at the cliff.
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 (10-20,000 $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%): 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.
- 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 | Pay with | Price |
|---|---|---|---|
| π₯ Just a Taste | 250 | SOL or $GAINZ | 0.035 SOL |
| π Small Pack | 750 | SOL or $GAINZ | 0.1 SOL |
| π¦ Medium Pack | 4,500 | $GAINZ only | β |
| π Large | 10,000 | $GAINZ only | β |
| π’ Boat Load | 52,500 | $GAINZ only | β |
| π£ The Mother Load | 110,000 | $GAINZ only | β |
Bulk purchases give better $GAINZ rates, incentivizing larger commitments.
π§ Buying RR with SOL stops at 0.1 SOL
Section titled βπ§ Buying RR with SOL stops at 0.1 SOLβAbove 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 SOL | Old RR pack | Titan Hunt pack instead |
|---|---|---|
| 0.5 SOL | 4,500 RR | 5,000 RR + 9 Epic+ athletes (β₯1 Legendary) |
| 5 SOL | 52,500 RR | 50,000 RR + 20 athletes, β₯2 Titans guaranteed |
| 10 SOL | 110,000 RR | 100,000 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 theyβre 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.
β‘ RR Uses
Section titled ββ‘ RR Usesβ- π’ Gym Purchases: 5,000 RR for gyms 2-4 (half-price on-ramp), then 10,000 RR for gyms 5-18
- 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: 30-day Epic+ pack access β Athlete 4,500 RR, Supplement 2,500 RR
- π° 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
- 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 You choose which rarity tiers it auto-heals.
- βοΈ Competition Entry: 75-1,000 RR depending on weight class
- π Locker Catch-Up: 100 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): $20, paid in SOL at the live quote
- π Free-to-Play conversion: $20, paid in SOL (when a F2P player upgrades to full access)
- π’ Additional gyms: purchased with RR (which was purchased with SOL)
- π Roid Rage packs: 0.035 / 0.1 / 0.5 / 1.0 / 5.0 / 10.0 / 50.0 SOL depending on tier
- π° GAINZ Packs: 0.1 / 0.25 / 1.0 / 5.0 SOL β direct $GAINZ purchase at one flat rate (see below)
- πΏ Titan packs: fixed SOL prices in the Titan Hunt shop
- π― Headhunter packs: 0.1 SOL β type-targeted Specialist packs (see Gameplay Mechanics)
- π± 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 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.
π Free-to-Play Conversion
Section titled βπ Free-to-Play ConversionβFree-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 youβre 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.
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 20,000 per fusion) |
| π§’ Coach re-equip / renewal | Recurring 30-day cycle (1,000-30,000 by rarity) |
| π©Ί Specialist packs | 1,000 $GAINZ per pack β a per-gym staff slot to fill in every gym |
| π Auto-renew premium | Opt-in +15% on every Coach and Specialist renewal, charged each 30-day cycle |
| π Premium packs | High-cost sink for endgame players |
π Anti-Whale Protection
Section titled βπ Anti-Whale ProtectionβTo prevent large players from dominating emissions, diminishing returns apply at high power levels:
| Total Power Range | Earning Efficiency |
|---|---|
| 0 - 2,000,000 | 100% |
| 2M - 5,000,000 | 90% |
| 5M - 8,000,000 | 80% |
| 8M - 11,000,000 | 70% |
| 11,000,000+ | 65% |
This is applied as a blended/marginal system (like tax brackets), not a cliff. A player at 8.2M total power earns at ~88% efficiency, not 70%.
π Deposits & Payouts
Section titled βπ Deposits & Payoutsβπ₯ Deposits (one-way this season)
Section titled βπ₯ Deposits (one-way this season)β$GAINZ held in your wallet can be deposited into your in-game balance through the on-chain Vault program:
- Transfer $GAINZ from your wallet to the vault PDA
- The game verifies the on-chain transaction
- Your in-game balance is credited
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.
π Prizes are the payout
Section titled βπ Prizes are the payoutβAs 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.
π Buying $GAINZ (GAINZ Packs)
Section titled βπ Buying $GAINZ (GAINZ Packs)βNeed $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 | $GAINZ | SOL Cost |
|---|---|---|
| π° Small Gainz | 4,500 | 0.1 SOL |
| π° Solid Gainz | 11,250 | 0.25 SOL |
| π° Large Gainz | 45,000 | 1.0 SOL |
| π° Massive Gainz | 225,000 | 5.0 SOL |
The rate is calibrated so that 1 SOL of $GAINZ trades even with 1 SOL of RR β the Large packβs 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.
π The $Gainz Market (Prize Era status)
Section titled βπ The $Gainz Market (Prize Era status)βThe original Meteora DAMM v2 liquidity pool (DxLqRv5Rβ¦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 teamβs 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 poolβs closure moved SOL to the prize pool, not any in-game price.
- β οΈ 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.
π₯ Loyalty Streak
Section titled βπ₯ Loyalty Streakβπͺ Loyalty Streak (+0.5%/day, cap +30%)
Section titled βπͺ Loyalty Streak (+0.5%/day, cap +30%)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 +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
π Season 2 wind-down (power boost only)
Section titled βπ Season 2 wind-down (power boost only)βWith 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
π Withdrawal-linked penalties (dormant)
Section titled βπ Withdrawal-linked penalties (dormant)βThe 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.
π₯ Referral Program
Section titled βπ₯ Referral ProgramβBring 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 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.