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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 Mint and freeze authorities have both been revoked β€” no new $Gainz can ever be created and no balance can be frozen.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 pool that funds player withdrawals and future liquidity. 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 (10-25,000 $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%): 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 AmountSOL CostRate
πŸ₯„ Just a Taste2500.035 SOL~7,143 RR/SOL
πŸ’‰ Small Pack7500.1 SOL7,500 RR/SOL
πŸ“¦ Medium Pack4,5000.5 SOL9,000 RR/SOL
πŸ›’ Large10,0001.0 SOL10,000 RR/SOL
🚒 Boat Load52,5005.0 SOL10,500 RR/SOL
πŸ’£ The 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.

RR packs are priced in SOL, in every season.

  • 🏒 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
  • 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: $25, 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—Ώ Titan packs: fixed SOL prices in the Titan Hunt shop
  • 🎯 Headhunter packs: 0.25 SOL β€” type-targeted Specialist packs (see Gameplay Mechanics)
  • 🌱 Rookie Pack: 0.25 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:

  • Withdrawal β€” you can take out up to what you’ve put in (a 1:1 break-even cap on lifetime withdrawals: SOL spent + $GAINZ deposited), so a free account can’t extract more than it contributed. This is the main gate.
  • 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 $25 (paid in SOL) and preserves all progress β€” gyms, athletes, balances. Converting lifts the 1:1 break-even limit and moves you onto the normal Payout Capacity ceiling described below β€” it does not remove withdrawal limits entirely, it swaps a stricter rule for the standard one. It also 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 25,000 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 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.

🏦 Payout Capacity (the ceiling on what leaves the game)

Section titled β€œπŸ¦ Payout Capacity (the ceiling on what leaves the game)”

Season 2 replaces the old daily/weekly/monthly withdrawal caps with a single lifetime Payout Capacity β€” the ceiling on everything the game pays out to your wallet, whether as a $GAINZ withdrawal or a seasonal SOL prize. It is built from what you have put in, and everything that leaves the game draws it down:

capacity = 1.5 Γ— value contributed + $GAINZ deposited

still available = capacity βˆ’ ($GAINZ withdrawn + seasonal SOL prizes received)

  • Value contributed is the real money you have spent in-game β€” SOL on RR packs, gyms, Titan and Headhunter packs, and USD-priced purchases such as the first gym or a Free-to-Play conversion. Each purchase is valued in $GAINZ at the contribution rate in effect when you made it, so past contributions are not re-priced as the market moves.
  • Deposits raise capacity 1:1, with no multiplier β€” a withdraw-then-redeposit round trip never nets out positive. Buying RR with $GAINZ does not count as a contribution.
  • What draws it down is every form of value leaving the game: $GAINZ withdrawals (measured before the withdrawal fee) and seasonal SOL prize payouts. Prizes are real money leaving the game, so they meter against the same ceiling.
  • It is a lifetime figure β€” it never resets with a new season or on rebirth. Nobody is ever clawed back: an account already at its ceiling simply has zero headroom until it adds contribution.
  • Adding room: spend SOL in-game (every 1 SOL of contribution unlocks 1.5 SOL-worth of capacity, so clearing a shortfall costs two-thirds of it) or deposit $GAINZ 1:1. When a withdrawal request exceeds your room, the withdrawal screen quotes the exact amount needed.
  • Prizes: a seasonal payout is clipped to your remaining capacity at the moment it lands, and the clipped portion rolls into that class’s next prize window. If you’re in the running, keep your capacity ahead of your projected prize β€” the Accounting panel shows the projection against your room.

Free-to-Play accounts use a stricter 1:1 version of the same rule (withdrawals capped at what was put in, no multiplier); converting to a paid account moves you onto the ceiling above.

Your capacity, what’s used, and what’s still available are all shown in the Accounting panel, along with the arithmetic that built each number.

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.


Need $GAINZ to play, or want to move $GAINZ back to SOL? Trades happen on the open market, not inside the game. The wallet modal β†’ Swap tab has a single OPEN JUPITER SWAP button that opens Jupiter β€” Solana’s leading DEX aggregator β€” in a new tab, already set to $GAINZ. Connect your wallet there to trade. The game never quotes, builds, or routes the swap and adds no fee of its own; Jupiter’s pricing and the pool’s standard trading fee apply as with any on-chain swap.

  • SOL β†’ $GAINZ on Jupiter, then use the Deposit tab to bring it in-game
  • $GAINZ β†’ SOL after withdrawing from the Vault to your wallet

Jupiter prices against live on-chain liquidity β€” for $GAINZ that is the pool described in the next section, so the quote you see reflects the pool’s current depth. Swapping is separate from the Vault deposit/withdraw flow above, which only moves $GAINZ between your wallet and your in-game balance.


🌊 The $Gainz Market (how the liquidity pool works)

Section titled β€œπŸŒŠ The $Gainz Market (how the liquidity pool works)”

$Gainz trades on the open market through a Meteora DAMM v2 liquidity pool paired with SOL β€” pool address DxLqRv5R…NTiY. It is worth understanding how this pool is built, because it behaves differently from a typical token pool.

At launch the pool was seeded with 150,000,000 $Gainz and zero SOL, concentrated in a fixed price range of 35,000 β†’ 1,750 $Gainz per SOL. Every SOL in the pool was put there by a buyer: when someone buys $Gainz, their SOL goes into the pool; when someone sells $Gainz, SOL comes back out.

This structure was a deliberate choice to keep in-game prices predictable. With liquidity concentrated near the floor, the price moves very little on normal trading volume, so pack, upgrade, and heal costs stay stable in real terms instead of swinging with every trade.

Disclosure: the pool’s $Gainz liquidity was provided by the development team at launch; the SOL side comes from buyers. The team holds that liquidity-provider position and, like any liquidity provider, earns the LP share of the pool’s standard trading fee on swaps.

The flip side of a stable price is a hard floor. The pool cannot trade below 35,000 $Gainz per SOL, and two things follow from that:

  • The pool’s SOL balance is the live sell capacity. Sells are filled only from the SOL that buyers have put in. When sells outpace buys for long enough, the price settles at the floor and the pool holds only $Gainz.
  • At the floor, selling pauses β€” it does not crash. The price cannot fall below the floor, so $Gainz does not go to zero, but sells will not fill until new buyers add SOL to the pool. Buying is always available: the pool holds deep $Gainz liquidity at and above the floor.

The game’s withdrawal pacing β€” the per-wallet and network-wide daily caps and the Payout Capacity ceiling β€” exists in part to keep exits in proportion to this pool. Like every other figure on this page, the pool’s balances are public and on-chain: the SOL side of the pool is the real-time measure of how much selling the market can absorb at any moment.

In short: $Gainz has a floor rather than a slide. That keeps the game’s prices steady, and it means the amount of SOL in the pool β€” not a price chart β€” is what tells you how much can be sold right now.


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 +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

πŸ“‰ Withdrawal Penalty (stacking power deduction)

Section titled β€œπŸ“‰ Withdrawal Penalty (stacking power deduction)”

Confirmed withdrawals apply a power deduction that stacks and then heals, on top of the standard withdrawal fee. Each withdrawal adds:

penalty = 10% flat + (net_amount Γ· 20) basis points

The flat 10% is the frequency term and the net/20 is the size term, so both withdrawing often and withdrawing big push the number up. The running total then heals 8% per day, and it caps at 100% β€” a player who withdraws relentlessly can ratchet themselves all the way to zero yield and lose serious leaderboard ground, while an occasional withdrawer is back to full within days.

A 10,000 net withdrawal adds 10% + 5% = 15%. Do it again the next day and you’re at roughly 15% + 15% βˆ’ 8% healed = 22%, not 15%.

The penalty is suppressed during Making Weight β€” that opening week is the sanctioned harvest window, so cashing out there costs you no power. (The streak decrement below still applies.) 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
≀ 10,000-2 days-1% boost
≀ 20,000-3 days-1.5% boost
≀ 30,000-4 days-2% boost
> 30,000-5 days-2.5% boost

Recovery is automatic β€” the daily cron grants +1 day for anyone still claiming, so a -5 day cut rebuilds in ~5 days of consistent play.

The streak decrement is the trailing tax; the stacking power penalty does most of the catch-up work. Together they reward reinvestment without hard-locking your funds.


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.