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Documentation

How Gas works.

Gas, the short version

Gas is building onchain GTA.

You hold a car NFT, you drive to a real gas station, you hold to pump, and you get paid in USO and $GAS. Instead of paying at the pump, this time the pump pays you.

The pump pays you with money that has already come in: trading fees on the $GAS token, plus part of what players spend in the game.

How to read it

Start with What is new in V2. After that, the sections follow the game step by step: keys, the pump, the garage, the shop, the ATM, Mafia Men, theft, and the part still to come: the Dealership. Where the money goes shows where every payment ends up. If you only have 5 minutes, read Questions people ask.

A rule the whole page keeps

Nothing here is a promise of yield, dividends or returns. A claim is a prize. It is paid from a pool that fills and empties as people play. When these docs say a car "earns" something, it means what the pool has recently paid similar cars, at today's rate.

What is new in V2

V1 had 1 loop: you hold a car, you drive to a pump, you get paid. V2 keeps that loop and builds a world around it.

The five places

  • Keys and cars. You buy a key in the Mini Mart, and the key gives you a sealed car. You open the car to see what you got. Every car has 5 stats and belongs to 1 of 6 rarity tiers. Merge 2 cars for a chance at an upgrade, up to 2 tiers higher. See Keys and cars.
  • The pump. Every claim pays both the USO Stock Token, which tracks the United States Oil Fund, and $GAS. Your lineup of up to 5 cars, the Starting 5 in the app, decides how much you get. You can claim up to 3 times a day. One car alone claims at most about once a day; it takes at least 4 fast cars to reach 3. See The pump.
  • The Mini Mart. The shop at the station. It sells keys, crowbars to borrow or steal another driver's car, and insurance to protect your own. See The Mini Mart and Borrowing and stealing cars.
  • The ATM. You lock $GAS for 7 to 30 days and get a share of what the game takes in. Rewards build up every second. See The ATM.
  • The Dealership. Coming soon. Drivers will buy and sell cars and rare items to each other, at prices the market sets. See The Dealership.

What did not change

  • You still have to be at a real gas station to claim. The server checks it.
  • The prize pool is still real money that has already come in. Nothing is minted to pay a claim.
  • Everyone who can claim right now shares the pool. More drivers means smaller shares.
  • No screen shows where you are. The live feed shows the station where a player was just paid, never where anyone is now.

What is coming after launch

Next come scrolls that raise a stat, a Bulletin Board to hire other drivers, and more items. The details are in What comes after launch.

If you held a V1 car

You can upgrade each V1 car to V2. Upgrading burns the V1 car and gives you a sealed V2 car from a free key: a Clunker opens as a Regular key, a GTR as a Super key and a Porsche as a Premium key. The tier comes from that key's odds, so it is not always the same tier, and an upgraded car rolls its stats 10% higher, never above its tier's top.

For the 7 days of the upgrade window, which ends on 16 October at 15:13 UTC, the pool keeps a reserve for active V1 drivers who have not upgraded yet. The reserve shrinks a little every day and is gone when the window closes. It stops the first people who upgrade from taking the whole pool.

Keys and cars

In V2 you do not choose your car. You open it.

You buy a key, not a car

There are 3 keys: Regular, Super and Premium. They are sold only in the Mini Mart and paid in $GAS. Each key has a price in dollars that follows what a claim pays, so check the shop for today's price. Each key gives you a car from the batch on sale at that moment.

Nobody knows what is in a batch until it is revealed. The reveal mixes a secret, fixed before the batch went on sale, with a block on the chain that comes later. This way, neither the players nor the team can pick the good cars.

What each key gives:

KeyWhat it gives
RegularCommon 50%, Uncommon 45%, Rare 5%
SuperUncommon 65%, Rare 33%, Epic 2%
PremiumRare 90%, Epic 10%

Without a boost, no key gives Legendary or God. A fully boosted Super key has a 1% chance of Legendary, and a fully boosted Premium key a 10% chance. God only comes from merging.

Key APR

Each key in the Mini Mart shows an APR: Claim rate × Average car × 365 ÷ Key price. The claim rate is what one claim pays a 1x car right now: the prize pool's USO and $GAS shared across every car ready to claim. The average car is the car the key opens on average, its multiplier × its claims a day, from 20,000 simulated openings on the chain's own odds and settings.

It is a simple yearly rate, not compounded. It moves with the prize pool and is updated hourly. It is an estimate, not a promise. On the Super and Premium keys, "1.8× Regular key rewards" means that key's average car gets 1.8 times the daily rewards of a Regular key's average car.

A V2 car's page shows an Est. APY for that one car: Claim rate × the car's own multiplier × its claims a day as the only car in a lineup × 365 ÷ the Regular key's price. It is the same estimate, at the same hourly rate, for your car instead of an average one.

Boosting a key when you open it

When you open a key in your Inventory, you can add $GAS for better odds, in up to 5 steps. Each step shows its extra cost and the chances for each tier before you open. You can still get a lower tier. The free keys that upgrade a V1 car cannot be boosted.

Opening your cars

A key gives you a sealed car. When its batch is revealed, you can open it and see its stats, its look and its name. If you don't open it, the game opens it for you.

The spec sheet

Every car has 5 stats: Octane, Speed, Durability, Security and Luck. They are rolled once, when you open the car. The tier sets your overall rating, the average of the 5 stats. The game picks a rating inside your tier's range, then splits it at random across the 5 stats, so 1 stat often gets a big share. Each stat stays inside its own range for the tier. A God can roll up to 110.

StatWhat it does
OctaneHow much a claim pays. A car's weight is set by its Octane alone, from 3.75x at Octane 1 to 150x at Octane 100, about 1.5 times higher every 11 points
SpeedHow long the car waits between claims: 36 hours at Speed 1, down to 4 hours at Speed 100, the same scale for every tier
DurabilityHow many claims before a repair, set by the tier and the Durability together
SecurityHow well the car resists a thief's crowbar
LuckYour chance of a bonus on a claim and its size, and, once they are live, how often a claim drops an item
TierWhat it rolls
CommonRating 2 to 10, stats 2 to 14
UncommonRating 10 to 20, stats 10 to 40
RareRating 20 to 35, stats 15 to 50
EpicRating 35 to 55, stats 28 to 65
LegendaryRating 55 to 70, stats 35 to 80
GodRating 70 to 100, stats 50 to 110

These are the ranges for a car you open today. A car opened before 31 October keeps the stats it rolled.

A car's claims per repair is its tier's base times its Durability effect, rounded down, and never below 1. The effect grows with Durability, so within a tier a higher roll lasts longer.

TierClaims per repair, lowest to highest Durability
Common2
Uncommon3 to 4
Rare5 to 7
Epic8 to 13
Legendary13 to 22
God21 to 43

The overall rating the app shows is 1 number from 1 to 99: the average of the 5 stats. It helps you compare cars quickly, but the stats still matter: 2 cars with the same rating can earn differently if one leans on Octane and the other on Security.

  • Commonrating 6
    • Octane
      9.4
    • Speed
      3.1
    • Durability
      7.8
    • Security
      2.6
    • Luck
      5.2

    rates 2 to 10 · stats roll 2 to 14 · a claim every 34.4 h · a repair every 2 claims

  • Uncommonrating 16
    • Octane
      22.6
    • Speed
      11.4
    • Durability
      14.8
    • Security
      18.2
    • Luck
      10.9

    rates 10 to 20 · stats roll 10 to 40 · a claim every 28.6 h · a repair every 3 claims

  • Rarerating 26
    • Octane
      38.4
    • Speed
      21.7
    • Durability
      16.9
    • Security
      31.2
    • Luck
      19.5

    rates 20 to 35 · stats roll 15 to 50 · a claim every 22.7 h · a repair every 5 claims

  • Epicrating 43
    • Octane
      58.6
    • Speed
      41.3
    • Durability
      33.8
    • Security
      49.7
    • Luck
      30.4

    rates 35 to 55 · stats roll 28 to 65 · a claim every 14.7 h · a repair every 9 claims

  • Legendaryrating 62
    • Octane
      76.2
    • Speed
      61.8
    • Durability
      48.3
    • Security
      70.5
    • Luck
      52.9

    rates 55 to 70 · stats roll 35 to 80 · a claim every 9.3 h · a repair every 14 claims

  • Godrating 85
    • Octane
      104.3
    • Speed
      88.6
    • Durability
      71.2
    • Security
      95.4
    • Luck
      66.9

    rates 70 to 100 · stats roll 50 to 110 · a claim every 5.2 h · a repair every 28 claims

Show as a table
TierRating betweenStats roll betweenExample roll (Octane, Speed, Durability, Security, Luck)RatingExample waitExample claims per repair
Common2 and 102 and 149.4 / 3.1 / 7.8 / 2.6 / 5.2634.4 h2
Uncommon10 and 2010 and 4022.6 / 11.4 / 14.8 / 18.2 / 10.91628.6 h3
Rare20 and 3515 and 5038.4 / 21.7 / 16.9 / 31.2 / 19.52622.7 h5
Epic35 and 5528 and 6558.6 / 41.3 / 33.8 / 49.7 / 30.44314.7 h9
Legendary55 and 7035 and 8076.2 / 61.8 / 48.3 / 70.5 / 52.9629.3 h14
God70 and 10050 and 110104.3 / 88.6 / 71.2 / 95.4 / 66.9855.2 h28
Each card is 1 example car from each tier. The solid part of each bar is that car's score. The lighter area shows every score its tier can roll, from the lowest to the highest. A Common, for example, rolls each stat between 2 and 14.

The overall ranges only touch at the edges, so a higher tier almost always rates higher. Single stats overlap more: the best stat of a lucky Common can beat the worst stat of an Uncommon, but never of a Rare.

Six tiers

The tiers are Common, Uncommon, Rare, Epic, Legendary and God. Higher tiers roll from better ranges, and the ranges overlap on purpose. Money buys better odds, never a sure result.

God is the top tier. Only a merge can produce a God: a Legendary with any other car, or 2 Epics. Keys cannot.

Merging

You put in 2 cars and try for a car 1 tier above the better of the two. Two cars of the same tier can jump up to 2 tiers, with God as the highest result. Mixed tier pairs can only upgrade one tier. No merge goes more than 2 tiers up. Both cars must be active and fully repaired, and both are used up. Each pair has its own chance of success, set by the owner.

  • A miss still gives you a car. If the upgrade fails, you get 1 new sealed car at the tier of the better car, and the fee is spent.
  • $GAS improves your upgrade odds. For matching pairs from Common through Epic, the 2 tier jump starts at 1% and rises to 5% at full boost. Common + Common has a 100% upgrade chance at full boost. At the success cap, more boost shifts the odds toward the higher result. Check the shop for live odds and price.
  • The fee follows the game. It is set in dollars and paid in $GAS. It goes up when claims pay more and comes down when they pay less, so it stays a fee the better car can earn back.
  • The new car rolls new stats, and keeps a little of the old ones. If a car you put in has extra points on top of what it first rolled, a share of every stat's extra goes to the new car: 1% from a Common, 2% from an Uncommon, 4% from a Rare, 7% from an Epic and 10% from a Legendary. The share becomes part of the new car's first roll, up to 110. To keep all of a car's extra points instead, use a Socket Set on it in the same merge.
  • Any 2 cars can merge, except a God. A Legendary with any other car aims for a God, and a God can never be merged.
  • aims at Uncommon
  • aims at Rare
  • aims at Epic
  • aims at Legendary
  • aims at God
  • Common and Common
    90%
  • Common and Common
    1%
  • Common and Uncommon
    20%
  • Uncommon and Uncommon
    75%
  • Uncommon and Uncommon
    1%
  • Common and Rare
    2%
  • Uncommon and Rare
    7%
  • Rare and Rare
    45%
  • Rare and Rare
    1%
  • Common and Epic
    0.27%
  • Uncommon and Epic
    1%
  • Rare and Epic
    5%
  • Epic and Epic
    30%
  • Epic and Epic
    1%
  • Common and Legendary
    0.03%
  • Uncommon and Legendary
    0.08%
  • Rare and Legendary
    0.34%
  • Epic and Legendary
    2%
  • Legendary and Legendary
    15%
Show as a table
The pairAims atBase chance
Common and CommonUncommon90%
Common and CommonRare1%
Common and UncommonRare20%
Uncommon and UncommonRare75%
Uncommon and UncommonEpic1%
Common and RareEpic2%
Uncommon and RareEpic7%
Rare and RareEpic45%
Rare and RareLegendary1%
Common and EpicLegendary0.27%
Uncommon and EpicLegendary1%
Rare and EpicLegendary5%
Epic and EpicLegendary30%
Epic and EpicGod1%
Common and LegendaryGod0.03%
Uncommon and LegendaryGod0.08%
Rare and LegendaryGod0.34%
Epic and LegendaryGod2%
Legendary and LegendaryGod15%
The starting upgrade odds for every allowed pair, before extra $GAS. Same tier pairs have separate outcomes for each possible upgrade. Check the Chop Shop for live odds. The colour of each bar shows the tier it aims for. 2 Rares are the safest way to get an Epic. A Common in an Epic merge is a long shot.

Parts and the Socket Set

A car can gain extra points on top of the stats it rolled. The Socket Set takes all of a car's extra points off, on every stat, and keeps them as parts in your wallet. Later you can put parts on any car you hold, on the same stat. Extra points will come from attribute points and scrolls, which are not live yet, so today most cars have none to take off.

  • It costs $GAS when you use it. Taking off 10 points costs 1 merge fee for that car's tier, and bigger pulls cost more per point. You see the price before you sign.
  • The car must be yours, active, fully repaired and not listed. A car with no extra points cannot use it, and you pay nothing. A God car cannot use it.
  • Taking off Durability points also lowers the car's claims per repair. The car stays fully repaired.
  • After a pull, the car cannot be sold for 1 hour.
  • Putting parts on is free. A stat can never go above 1.25 times what the car first rolled, or above 110. If the parts would go over, nothing is added.
  • Parts stay with your wallet. They never trade, sell or list.

You can also use a Socket Set on each car in a merge, in the same step, so its extra points become parts instead of passing a small share to the new car. The fee is split like a shop item: 1/3 to stakers, 1/3 to the drivers' pool and 1/3 to the treasury.

Classes

Every car belongs to 1 of 5 classes, set by its highest stat:

  • Gas guzzler: Octane is highest.
  • Speed demon: Speed is highest.
  • Workhorse: Durability is highest.
  • Vault: Security is highest.
  • Lucky charm: Luck is highest.

A car's model name comes from its tier and its top stat, so many cars share a model. The name is fixed when the car is revealed and never changes, even after an upgrade.

Repairs

Each car has its own number of uses, set by its tier and its Durability. Every claim uses 1 from each car in your lineup. When a car runs out, a repair costs 1/5 of the base rate of every claim the car was worn by since its last repair (the base, before your lineup multiplier and Luck), paid in the USO Stock Token. That USO is used to buy $GAS, and the $GAS is burned. See Where the money goes.

The spec sheet tells you what to expect

The car page shows the car's multiplier, its own wait and its claims before a repair. A daily estimate for 1 car is not shown yet.

What your whole lineup earns a day is at the top of your Starting 5 in the garage: one claim at today's rate, times the claims your wait allows in a day, at most 3. This number moves with trading and with the number of drivers on the road. It is not a promise. See The pump.

The pump

Drive to a real gas station, hold to pump and get paid in 2 tokens.

Open the map, pick a station and hold to pump. The server checks that you are really there. Then the pool pays your wallet on chain.

The way you claim has not changed in V2. What changed is how much a claim pays and how often you can claim.

Two tokens

Every claim pays from both sides of the pool:

  • USO side: filled by trading fees on $GAS.
  • $GAS side: filled by 1/3 of what players pay for keys, including the $GAS added for better odds. Once other shop items and the Dealership open, 1/3 of those too.
  • The USO Stock Token sidefilled by trading fees on $GAS
  • $GAS sidefilled by a third of key sales today, and of the Mini Mart and the Dealership once they open
One claim pays both
1 claim pays you in 2 tokens at the same time, 1 from each side of the pool. Both are shared the same way: more drivers means smaller shares, and more money coming in means bigger shares.

Your lineup sets your share

The pool is divided among every driver with a car on the road, weighted by their multiplier. A driver waiting out a cooldown still counts. The result is the claim unit: what 1 point of multiplier is worth right now. Your claim is the claim unit times the multiplier of your lineup, which has up to 5 cars. The app calls it your Starting 5. The claim unit also has a ceiling for each token, set on the chain, so a very large pool does not make 1 claim huge.

Pool, USO sideD 1,000a hundred drivers ready, 10x eachD 10,000a thousand driversD 100,000ten thousand drivers
$1,000$1$0.10$0.01
$10,000$10$1$0.10
$100,000$100$10$1

Then times your lineup. At a $1 claim unit, the middle cell:

  • $1 one car weighing 1x (1x)
  • $5.60 five cars weighing 1x each (5.6x)
  • $6.50 one car weighing 6.5x (6.5x)
  • $36.40 five cars weighing 6.5x each (36.4x)
Show as a table
Pool, USO sideD 1,000D 10,000D 100,000
$1,000$1$0.10$0.01
$10,000$10$1$0.10
$100,000$100$10$1
What 1 point of multiplier pays (the claim unit) for 3 pool sizes and 3 numbers of drivers, and what a lineup collects when 1 point pays $1. The bigger the pool, the more each point pays. The more drivers, the less each point pays. These are examples, not forecasts.

The full maths is in Payouts.

The Luck bonus

Every claim rolls against your lineup's Luck, which adds up slot by slot. At the highest Luck, 1 claim in 2 gets up to 20% more. Over many claims, this adds about 5% on average. See Luck, in two throws.

How often

You can claim up to 3 times a day. One car alone claims at most about once a day; it takes at least 4 fast cars to reach 3. The Speed of your cars sets the wait between claims, from 4 hours at the shortest to 36 hours at the longest. If you change your lineup, the new wait starts after your next claim, not the one already running. See The wait.

The jackpot

The jackpot is not live in V2 yet. V2 claims never roll one today, and a bike claim never wins one.

What else a claim can give

Item drops are not live yet. When they are, a claim will sometimes also drop an item, on top of the 2 tokens: a crowbar, insurance, an Armour kit, a Mafia Man, a Scratchers ticket or, rarely, a key. Items and keys will only drop when your lineup pays more than 2x. A Scratchers ticket can drop on any paid claim. Bike claims drop nothing.

Luck will decide how often items drop. A lineup with high Luck will get up to 3 times the usual chance, and even a lineup with low Luck can still get lucky. A short lineup draws less often: the chance is also multiplied by how full your lineup is (1 car 17.9%, 2 cars 36.6%, 3 cars 56.4%, 4 cars 77.5% and 5 cars 100%). A drop never changes what the 2 tokens pay. The drop chance the app shows today is an estimate from a proposed formula, not a live probability.

Mafia Men

Mafia Men work across the whole game. While men are working, each one takes 1% of your claim, up to 10% between all of them, and your own men never cut your own claim. The pump shows the cut before you hold. See Mafia Men.

Repairs

Every claim uses 1 use from each car in your lineup. A repair costs 1/5 of the base rate of the claims the car was worn by since its last repair. See Repairs, by the numbers.

Stopping farms and fake accounts

Gas pays people who really drive to a pump. Every claim passes a set of checks on our server before it pays, so farms and fake accounts get nothing.

The pool is shared by every driver. A farm running many fake accounts would take money from real players. So every check runs on our server, and nothing your phone says is trusted on its own.

What we check

  • A real account. You sign in with a real account, such as Google, X or Apple. Making many of them is slow and costly, and that is the point.
  • A car in your wallet. We read the chain to check that your wallet holds a car before a claim can start.
  • Your location. Your phone has to be at the station when you pump. We look for signs of a faked location.
  • Your browser and device. Every phone and browser is checked for bots, emulators and tampering. One browser can only hold a few accounts, and a banned device stays banned on a new account.
  • Your network. We check the connection each claim comes from. A VPN or proxy can get a claim refused, so turn it off before you pump.
  • Limits on everything. There are caps per account, per wallet, per station, per device, per browser, per network and per area of the map. An account can claim up to 3 times a day. Nobody can pump the same station over and over.

If a claim is refused

A refused claim costs nothing and uses up nothing. You get a short reason and what to do next. We never say which check fired or where the line is, because that would teach a farm how to get past it.

Accounts that keep faking claims are suspended, along with their devices and browsers. If you think we got it wrong, DM us on X at @gasdotcash.

What we never check

We never block anyone for where they are from. The location check only asks one thing: are you standing at the station?

Payouts

Every claim is 1 short calculation. This section explains it step by step.

The one line

  1. Claim unitthe pool ÷ DD is the total multiplier of every driver with a car on the road
  2. Your multiplieryour 5 cars, slot by slotbased on their tier and Octane
  3. Luck roll1, or a little moredepending on your lineup's Luck
  4. Your claimpaid in both tokens
For each token: the claim unit, times your multiplier, times your Luck roll, gives your claim. The chain works out your multiplier from your cars and pays any claim above its limits at the limit. Our server works out D and the claim unit.

A car's weight

A car's weight is set by its Octane alone: 3.75x at Octane 1, about 24x at 50 and 150x at 100, about 1.5 times higher every 11 points. Tier no longer sets the weight. It still matters, because a higher tier rolls higher Octane, so two cars with the same Octane earn the same whatever their tier.

  • Octane score along the bottom. Each bar is about 1.5 times the one before.
How a car's weight grows with Octane. Each bar is about 1.5 times the one before, from 3.75x at Octane 1 to 150x at Octane 100.

Five slots, not five equal cars

Every slot adds a bit more than the one before: slot 1 counts your car's whole weight, slot 5 the most (1x, 1.05x, 1.11x, 1.18x, 1.26x). So a full lineup earns up to 5.6x what 1 car earns alone. An empty slot adds nothing to your claim multiplier. Put your strongest car last, and your fastest first, because slot 1 sets most of your wait. The Auto best button does this for you.

Your wait mixes the slots differently: 40% for slot 1, 20% each for slots 2 and 3, and 10% each for slots 4 and 5, with an empty slot counted as a 36 hour wait. See The wait.

  • Slot 1 1x
  • Slot 2 1.05x
  • Slot 3 1.11x
  • Slot 4 1.18x
  • Slot 5 1.26x
  • Heaviest lastcars weigh 5, 5, 10, 10, 20: the best order
  • Heaviest firstcars weigh 20, 10, 10, 5, 5: 92% of the best order
Show as a table
OrderSlot 1 (1x)Slot 2 (1.05x)Slot 3 (1.11x)Slot 4 (1.18x)Slot 5 (1.26x)Compared with the best order
Heaviest last5 point car5 point car10 point car10 point car20 point car100%
Heaviest first20 point car10 point car10 point car5 point car5 point car92%
The same 5 example cars, weighing 20, 10, 10, 5 and 5 points, in 2 different orders. The slots count 1x, 1.05x, 1.11x, 1.18x, 1.26x of their cars. Heaviest first earns less than heaviest last.

A great car in the last slot can earn more than 5 average cars, and every car you add earns its whole weight times its slot, so more cars always add more. D always counts you in your best order, so a bad order only lowers your own claim.

More cars, more pay

With these scales, equal cars earn this many times what 1 of them earns alone: 1 car 1x, 2 cars 2.05x, 3 cars 3.16x, 4 cars 4.34x and 5 cars 5.6x. So 1 account with 5 cars always earns more than the same cars split across accounts.

In the garage, your Starting 5 reads top down: the car in your highest slot is #1. When you edit it, the cars sit in slot order, from slot 1 to slot 5, and each card shows how much of each claim that car adds. Hold a card to move it to another slot.

Some extras also grow with how full your lineup is. A free Scratchers ticket from a big claim, and item and attribute point drops once they are live, have their chance multiplied by your lineup's share of all 5 slots: 1 car 17.9%, 2 cars 36.6%, 3 cars 56.4%, 4 cars 77.5% and 5 cars 100%.

A claim earns a free Scratchers ticket from 44.8x, a better one above 112x and the best above 224x. These lines grow with the slot scales: they are 20x, 50x and 100x times 2.24.

Luck, in two throws

The first roll decides if the claim gets a bonus. The second roll happens only if the first one hits, and decides how big the bonus is, up to the maximum. Both rolls get better with your lineup's Luck, added up slot by slot, where an empty slot adds nothing, and the bonus applies to both tokens.

  • Luck 25hits 12.5%, up to +5%, avg +0.3%
  • Luck 50hits 25%, up to +10%, avg +1.3%
  • Luck 75hits 37.5%, up to +15%, avg +2.8%
  • Luck 100hits 50%, up to +20%, avg +5%
  • claims that get a bonus
  • claims that pay the normal amount
Show as a table
Lineup LuckChance of a bonusBonus on a hit, up toExtra, on average
2512.5%5%0.3%
5025%10%1.3%
7537.5%15%2.8%
10050%20%5%
For 4 levels of Luck: how often a claim gets a bonus, the biggest bonus it can get, and how much extra it adds on average over many claims. Luck is a small extra, not the main source of your earnings. Your lineup's Luck is each car's Luck times its slot's scale, added up and divided by the scales of all 5 slots.

D counts every wallet at the bonus its lineup's Luck is expected to add over many claims. So a claim without a bonus pays slightly less than its weight, and a claim with a bonus pays slightly more. Over a week, it evens out. The owner sets both maximums: the chance of a bonus and its size.

D, and why your claim depends on everyone else

D is the total multiplier of every wallet with a car on the road, including wallets waiting out a cooldown. The claim unit is the pool divided by D, worked out separately for each token, at the same moment. During the 7 day upgrade window, D also holds a shrinking reserve for active V1 drivers who have not upgraded yet.

  • you 10
  • you 20
  • you 40
  • you 80
  • you 160
  • your share of the pool
  • everyone else, 100 points
Show as a table
Your pointsEveryone elseYour share of the pool
101009.1%
2010016.7%
4010028.6%
8010044.4%
16010061.5%
Your share of 1 pool as your lineup doubles, while everyone else stays at 100 example points. Doubling your lineup gives you less than double the share, because your own points are part of the total.

The pool cannot run dry: all the claims made at the same moment add up to the pool at most. Over a day, timing doesn't matter. The pool refills from the day's income, so a wallet earns roughly its share whenever it claims.

The wait

Each car's wait comes from its Speed: 36 hours at Speed 1, down to 4 hours at Speed 100, the same for every tier. The lineup mixes them with its own slot shares: 40%, 20%, 20%, 10% and 10%. Each empty slot counts as a 36 hour wait. So the wait is never shorter than 4 hours and never longer than 36. There is no other cap on it.

One car, 10 h25 h 36 m
Five cars, 12, 8, 8, 6 and 4 h9 h

Left to right is 36 hours; hover a block for its sum. Empty slots count as 36 hours, weighted by their shares. The dashed line is the four hour floor.

Show as a table
LineupSlot 1 (40%)Slot 2 (20%)Slot 3 (20%)Slot 4 (10%)Slot 5 (10%)Lineup wait
One car, 10 h10 h × 40% = 4 hempty: 36 h × 20% = 7 h 12 mempty: 36 h × 20% = 7 h 12 mempty: 36 h × 10% = 3 h 36 mempty: 36 h × 10% = 3 h 36 m25 h 36 m
Five cars, 12, 8, 8, 6 and 4 h12 h × 40% = 4 h 48 m8 h × 20% = 1 h 36 m8 h × 20% = 1 h 36 m6 h × 10% = 0 h 36 m4 h × 10% = 0 h 24 m9 h
The wait for 2 example lineups, on a scale of 2 days. Each block is 1 slot’s part of the wait, including empty slots: hover over a block to see how it is worked out. The dashed line is the 4 hour minimum.

A single car counts its whole weight each time. Its cooldown is 40% of its own wait plus 60% of 36 hours for the empty slots, so a car alone never waits less than 23 hours 12 minutes. For example, one car with a 10 hour wait gives a lineup wait of 25 hours 36 minutes. The wait is set when you claim. A faster car shortens your next wait, not the one already running.

Repairs, by the numbers

repair after 3 claims
average 7.2
An example saved lineup of 5 cars with made up uses, and how many claims each car lasts before a repair. The car with 3 uses runs out first, so it decides when the saved lineup stops. The dotted line is the lineup's claims per repair as the app shows it: 7.2.

Every claim uses 1 use from each car in the lineup. If you saved your lineup, it stops claiming when any of its cars runs out, until you repair that car. If you never saved one, a car that runs out sits out and the rest keep claiming.

The app shows your lineup's claims per repair as the average of its cars' uses, weighted by slot the same way as the wait: 40% for slot 1, 20% each for slots 2 and 3, and 10% each for slots 4 and 5. It sums up how long the lineup lasts. It is not the point where a saved lineup stops, which is still its first car to run out.

A repair costs 1/5 of the base rate of every claim the car was worn by since its last repair.

Why it is built this way

  • Nothing is printed. Every claim is a share of money that has already come in.
  • More cars, more pay. Every car earns its whole weight, and each slot counts a bit more than the one before, so 1 account with 5 cars earns more than the same cars split up.
  • Nobody gets more than their share, because D counts everyone the same way at the same moment.
  • The chain checks every claim against its limits, so a claim above them is paid the limit, never more.

The garage and your reserves

Only your lineup earns. Every car you hold can be borrowed or stolen.

The lineup is what earns

Your garage holds every car you own. Your lineup is the 5 cars you choose to run, called the Starting 5 in the app, and only the lineup earns. If you never save a lineup, the game runs your heaviest cars.

Any car you hold can be borrowed or stolen, in the lineup or not. With 5 cars you earn with 5. With 10 cars, a thief has 10 targets. The garage does not hide your cars.

Reserves

A reserve earns nothing. It is a backup for when one of your cars is in the shop, stolen or borrowed.

You can swap a reserve into the lineup with 1 tap, at any time, for free. Before you save, the garage shows what your wait would be with the new lineup.

Cars beyond your 5 do not shorten your wait or make your claims bigger. They give you a spare.

Picking a lineup

Your lineup has 5 slots. When you choose, look at:

  • Octane: how much you get paid.
  • Speed: how often you can claim. Each car adds its slot's share of its wait. Slot 1 has the biggest effect on your wait, and the last slot on your multiplier.
  • Security: protection from thieves.
  • Luck: a bonus on some claims, and more drops once they are live.
  • Durability: how often you have to stop for repairs.

Tap Edit lineup to change it. The top of the page shows what your lineup earns a day, and under it what 1 claim pays and how often you can claim. While you edit, every number shows its new value next to the saved one, with an arrow up or down. Nothing changes until you tap Save. Every figure there is an estimate at today's rate, not a promise.

Three buttons fill the lineup for you:

  • Auto best earns the most per day. It tries every set of your cars, in every order, and keeps the best.
  • Luckiest picks your luckiest cars, for more bonuses and, once they are live, more drops.
  • Balanced picks your best cars overall.

States a car can be in

  1. SealedOpened from a key. Its batch has not revealed yet.
    The batch reveals
  2. Ready to openRevealed. Press open to see what you got.
    You open it, or the game does
  3. ActiveOn the street or in reserve, earning or waiting.

From Active, three things can happen. Each one ends back at Active.

BorrowedSomeone borrowed it. It earns for them, then comes back on its own.

↩ home when the borrow ends

StolenSomeone took it for good. It cannot be sold or moved for 3 days, and anyone can try to take it again.

↩ active again, in the thief's garage

In the shopOut of uses.

↩ home when you repair it

Insured is a cover on an active car: it lowers the chance of a borrow or a steal.

Show as a table
StateWhat it means
SealedOpened from a key. Its batch has not revealed yet.
Ready to openRevealed. Press open to see what you got.
ActiveOn the street or in reserve, earning or waiting.
BorrowedSomeone borrowed it. It earns for them, then comes back on its own.
StolenSomeone took it for good. It cannot be sold or moved for 3 days, and anyone can try to take it again.
In the shopOut of uses.
InsuredCovered: a borrow or a steal is less likely to work. Under an Armour kit, neither can happen.
A car goes from Sealed to Ready to open, then to Active. From Active, a car goes to the shop when it runs out of uses, and back to Active when you repair it. A car can also be Borrowed or Stolen by another driver.

The Mini Mart

The shop at the station. Nothing you buy there pays you by itself.

The Mini Mart sells keys, crowbars and insurance, and it is the only place that sells keys. The Scratchers have their own banner there too. More items are coming.

What is on the shelf

ItemWhat it does
Keys (on sale)3 kinds: Regular, Super and Premium. Each one gives you a car
Crowbar, T1 and T2Steals another driver's car for good, or borrows it for 2 to 5 days.
InsuranceCovers 1 car for 1 week or 1 month. Basic, Silver and Gold lower the chance a crowbar works on that car by 25%, 50% and 75%. The price is worked out for your car when you buy
Mafia ManSold here in Tools. Activate him from your inventory: for 24 hours he takes 1% of claims for you

T3 crowbars, which steal most often, and the Armour kit will never be sold in the shop. They will come from lucky claims or the Dealership.

How prices work

A key has a set price in dollars, paid in $GAS at today's $GAS price. The first keys of each kind sell at a discount that shrinks with every key sold, until they reach full price. Crowbars have a minimum price that rises with every purchase and falls back within 1 hour.

Key and merge prices follow the game

The full price of each key, and the fee for each merge in the Chop Shop, follows what a claim pays. When claims pay more, because the prize pool grew or $GAS went up, these prices go up. When claims pay less, merge fees come down.

  • A key never goes below its starting price. A key you bought is never undercut by the shop.
  • A merge fee never runs ahead of what a merge earns. It is kept low enough that the better car can pay it back.
  • Prices move slowly. Each change is a small step, and a quiet week changes nothing. Check the shop for the price right now.
Buy 1: the price steps upBuy 2: the price steps upBuy 3: the price steps upAn hour after the last buy the price is back at the floor
  • a purchase: the price goes up
  • the minimum price, where it always comes back
  • left to right is 1 afternoon. After the last purchase, the price takes 1 hour to come back down
1 item over 1 afternoon. The price sits at its minimum and goes up a step with every purchase. After the last purchase, it falls back steadily and reaches the minimum again within 1 hour.

The limits on items

  • The shelf runs out. Each item has a daily stock. When it's gone, it's gone until the next day.
  • You can hold up to 5 of each item.
  • You can buy up to 10 of an item a day, however lucky you are.
  • There is no daily limit on using an item you hold, and no wait between uses.

Your personal limits run on a rolling 24 hours from each purchase or use, not from midnight.

Selling back (coming later)

Selling back is not open yet. When it opens, you will be able to sell unused items back to the shop for 90% of the current price, not the price you paid. If you buy above the minimum and sell below it, you lose money. If you sell right after a price rise, your sales push the price back down.

Where your $GAS goes

When you buy a key, the money waits in the shop until you open it. Then 1/3 goes to the drivers' pool, 1/3 to stakers and 1/3 to the treasury. A crowbar or insurance splits the same way when you use it. When selling back opens, the 10% the shop keeps will go to the treasury.

Coming later

Nitro (a short claim boost), the Jerry Can, Alarms, Fake Plates, Tow Trucks and Credit Card Fraud are being designed for v2.1.

Borrowing and stealing cars

A crowbar can take another driver’s car for good, or borrow it for 2 to 5 days.

Theft is live. Buy a T1 or T2 crowbar in the Mini Mart. Every car you hold can be taken, in your lineup or in your garage.

How an attempt works

Find a car to try: browse every car that can be taken right now, let the game pick one at random, or filter by rarity. Browsing one driver's cars comes later. Pick the car and use a crowbar on it. Before you try, you see the car, its Security and your chance. You can't see whether the car is insured or has an Armour kit, so the real chance can be lower, or nothing at all.

Whether it works or not, the crowbar is used up.

  • Every crowbar steals or borrows. A steal is the best result: the car becomes yours. If it does not steal, it can still borrow the car, with the chance shown for your target. Or nothing happens. T3 steals most often.
  • A borrow puts the car in your lineup to earn for you for 2 to 5 days, then it goes back by itself. A T1 borrow lasts up to about 3 days, and a T2 or T3 borrow up to 5. A car with higher Security goes back sooner.
  1. T1
  2. T2
  3. T3
  • T1 and T2: steal a car for good, or borrow it for 2 to 5 days. Sold in the shop.
  • T3: steals most often. Never sold in the shop.
The 3 crowbar tiers. Each can steal a car permanently or borrow it for 2 to 5 days. Buy T1 and T2 in the shop; get T3 from drops or at the Dealership.

Security is in every part of it

Security lowers the chance a crowbar works and shortens a borrow. Low Security barely slows a crowbar. The higher it goes, the more it stops T1: from about Security 77 up, a T1 crowbar cannot touch the car. Only T2 and T3 can still get through, and even then rarely.

Insurance

Insurance lowers the chance of both a borrow and a steal. It does not shorten a borrow. There are 3 plans in the shop:

  • Basic cuts both chances by 25%.
  • Silver cuts them by 50%.
  • Gold cuts them by 75%.

A plan covers 1 car for 1 week or 1 month and does not renew by itself. A car has 1 plan at a time. You can buy the same plan again to make it last longer, or move up to a better plan, and the time you had left counts toward it. You cannot move down while a better plan is running.

The Armour kit is rare. It will drop from lucky claims, once drops are live, and protects a car completely for 7 days: nobody can borrow it or steal it. If the car already has a plan, the plan waits and picks up again when the kit ends.

If you sell the car, the cover goes with it. If the car is stolen, the cover is gone. A car out on a borrow cannot be insured until it comes home.

Limits

  • You can try the same car up to 3 times a day.
  • Every attempt costs real $GAS at the shelf price. Trying at random loses money on average. To win, you need to pick weak targets and be lucky.

If it happens to you

  • Borrowed: your car's card shows when it comes back. Until then, it plays for the borrower with all its stats, and every claim they make with it uses it up just as yours would. Nobody can sell, list, move, merge or repair it, and you are the only driver who can go after it: use any crowbar on it, and a hit brings it home at once.
  • Stolen: the car belongs to the thief. For 1 day nobody can sell it, move it or merge it. For that same day only you can go after it: use a T3 crowbar, and any hit wins it back for good. After that day any driver can try it, so it can be borrowed from the thief or stolen again.
  • Winning a car back uses the normal odds against the car's own Security, and insurance does not count. Each try uses a crowbar and counts toward your 3 tries a day on that car.

You find out after it happens. There are no live alerts.

Fair rolls

Every attempt is tied to the next block on the chain, and its roll comes from that block. Nobody knows that block when the attempt is made, not the thief and not the team. Anyone can check every roll on the chain.

Mafia Men (V2.1)

You hire men for 1 day. They take a small cut of claims, and the cut goes to you.

You buy a man in the Mini Mart once the shop sells him, and activate him from your inventory. A man works across the whole game, not at 1 station.

What they do

Mafia Men do not work at a real gas station. They work across the whole game. Each man works for 24 hours and takes 1% of every claim made anywhere. You can have up to 5 men working at once, and other drivers can hire their own.

They take from every paid claim, from jackpot wins and from bike claims.

When you buy a man, put him to work right away or keep him for later. A man you get from a drop waits in your garage too. His 24 hours start when he goes to work. If you already have 5 working and send another, he takes the place of the one with the least time left.

cap, 10% of each claim

Men working, left to right. Past ten, the same 10% is shared among all of them.

How much is taken from each claim, with 1 to 15 men working. Each man adds 1%, up to 10% with 10 men. Above 10 men, the cut stays at 10% and is shared among all of them.

What it costs

A man costs more when more men are already working. The first man is cheap. The 15th man is expensive and earns less, because the 10% is split more ways.

What a claimer sees

  • The app shows the cut the Mafia Men are taking before you pump.
  • The cut is fixed when you start a claim. A man hired while you are pumping does not change that claim, and you never pay more than you were shown.
  • Your own men never take from your own claim. Other drivers' men still do.

What you see as an owner

In your inventory you see how many of your men are working, how much time each one has left, and what you are owed in USO and $GAS. Collect it whenever you like. You only see numbers, never who claimed, where or when.

Your share collects in the Mafia vault, in USO and $GAS. Collect it whenever you like.

Why it cannot drain anything

The cut only moves money between drivers. The pool pays exactly what it would pay anyway, and the Mafia Men only decide who gets part of it. The cut is never more than 10% of a claim, however many men are hired.

The ATM

Lock $GAS for 7 to 30 days and get a share of what the game takes in. A starting fund of 10 million $GAS pays into the staking pool over 100 days, from 12 October.

Lock $GAS, earn $GAS

Rewards build up every second, and you can claim them whenever you want. The longer you lock, the bigger your share: a 7 day lock counts 1x, a 30 day lock counts 1.5x, and a stake counts 1x after it unlocks.

Nothing is printed to pay stakers. Today every $GAS a staker gets comes from key sales, merge fees, or the 10 million $GAS starting fund, which pays out over 100 days. Staking only pays in $GAS, never in items, keys or cars.

Where it comes from

SourceShare to stakers
Key sales, plus the $GAS people add for better odds1/3
Merge fees in the Chop Shop33%
The starting fund10 million $GAS, paid in over 100 days
Other Mini Mart items (coming later)1/3
Dealership fees (coming later)1/3

Leaving early

If you unlock early, you pay a penalty of up to 20% that shrinks every day, and you lose ALL the unclaimed rewards in your wallet, not just that stake's. Claim your rewards first.

Day 1: about 20% of the stakeDay 15: about 10%
Example with a 30 day lock. On day 1, leaving costs about 20% of your stake. The penalty gets smaller every day: about 10% on day 15, and 0 on day 30. Penalty money stays in the ATM.

Franchises (coming later)

  • You open a franchise on a station by locking a bigger stake.
  • Other drivers can stake into your franchise, and you take a small commission.
  • Your franchise earns extra from the real claims made at that station.
  • A franchise ends when your lock ends. Then the station is open to anyone again, so nobody can keep a station without staking.

Drivers who claim at a franchised station lose nothing. Franchises are paid from the staking reserve, not from claims.

Yield moves

Your share is a share of revenue, and your stake is valued in $GAS at today's price. Yield goes down when more people stake and when the price goes up. It goes up when the game is busy. The ATM shows an estimated APY and an estimated payout by your unlock day. Both are estimates from recent revenue, never a promise. Rewards are paid in $GAS only.

Job Board (V2.1)

Can't get to a station? Post your claim as a job, and another driver claims it for you.

How a job works

  • You post a job with your cars and the commission you will pay.
  • Another driver takes it and claims with your cars at a real station, from their own phone.
  • Each job has a time limit.
  • 1 transaction pays you, the driver their commission, and a 2% fee to the game.

Your cars never leave your wallet, and the board is only for claims.

The Dealership (coming soon)

Buy and sell cars and rare items with other drivers, at whatever price the market sets.

Trading is not live yet. The Dealership no longer sells keys: those are in the Mini Mart. This section describes how trading will work.

We never set a price at the Dealership. Drop rates and limits shape the price range, and players set the actual price.

The fee

Every sale has a 3% fee, paid by the seller. 1/3 goes to stakers, 1/3 to the drivers' pool and 1/3 to the treasury.

What can be listed

  • Any active V2 car that is not locked.
  • Rare items: big crowbars (T3) and the Armour kit.

Items from the Mini Mart cannot be listed. You can only sell them back to the shop. A car that was just stolen cannot be listed until its 1 day lock ends. This stops thieves from selling stolen cars straight away.

Buying

Pick a car by its spec sheet and name. You see 1 total price, fee included, and you confirm. The car is yours as soon as the chain confirms it.

Selling

List a car from your garage at a price. You can change or remove the listing at any time. When it sells, you get the price minus 3%.

More in the app

A few things the app does that the sections above do not cover.

Stations and pumps

Every station has 6 pumps. Each claim holds 1 pump for 6 hours. When all 6 are busy, your claim is refused and nothing is used up, and the button shows a clock to the next free pump. Try another station.

The free bike

A wallet with no car can claim with a free bike. You get 1 bike for life. It has 7 uses, waits 24 hours between claims, cannot be repaired and never wins a jackpot. A bike claim pays 4% to 20% of the base rate, and at most $0.50.

Mileage

You earn 10 mileage for every $1 of claims and of $GAS bought in the app. A paid Scratchers ticket earns on what it is expected to cost you, not its price. Keys and repairs earn none. A daily check in at any station earns 5.

Referrals

Your referral link is gas.cash/r/ and your username. When a friend who joined through your link claims at a station, you get a share of that claim on top. It is paid from the prize pool, so their claim is never smaller. A friend counts once they have spent more than $1 in the app. Your share starts at 2% and goes up to 4%, 6%, 8% and 10% when your friends together have spent $5,000, $10,000, $20,000 and $50,000. On a claim with V2 cars your share comes in both the USO Stock Token and $GAS. A job or a Proxy claim pays no share. You can also send $GAS to friends who joined.

The City tab

The chat has a City tab beside the room. It shows what is happening in the game: God and Legendary cars made in the Chop Shop, Epic, Legendary and God cars pulled from keys, cars stolen and borrowed, steals that missed a God or Legendary car, big Marketplace sales, Mafia Men put to work and the $GAS that repairs burn each day. A player who keeps their name public is named there. Everyone else shows as "a player", with no picture. A City line never says where anything happened.

Leaderboard and Inventory

The leaderboard ranks drivers over 24 hours, 7 days and all time. Your Inventory is where you open your keys.

Where the money goes

Every $GAS spent in the game ends up in one of a few places. The chart shows where $100 goes for each type of spending.

The streams

  • Drivers' pool
  • Stakers
  • Burned, or set aside to burn
  • Treasury or buybacks
  • A player
  • Unplaced
  • A key
  • Chop Shop (Merging)
  • A crowbar or insurance, used
  • The Socket Set, used
  • The same item sold back (coming later)
  • A car on the Dealership (coming later)
  • $GAS bought in the app
  • A repair
  • A claim while Mafia Men are working (coming later)
  • Buying back a stolen car (coming later)
Show as a table
$100 spent onDrivers' poolStakersBurned, or set aside to burnTreasury or buybacksA playerUnplaced
A key$33$33$33$1
Chop Shop (Merging)$33$33$34
A crowbar or insurance, used$33$33$33$1
The Socket Set, used$33$33$33$1
The same item sold back (coming later)$10 (kept by the shop)$90 (back to you)
A car on the Dealership (coming later)$0.99$1.02$0.99$97 (to the seller)
$GAS bought in the app$1.43 (in USO)$0.48 (the buybacks wallet)$98.09 (your $GAS)
A repair$100 (bought back as $GAS and burned)
A claim while Mafia Men are working (coming later)$10 (to the men's owners, at most) + $90 (the rest is yours)
Buying back a stolen car (coming later)$100 (to the thief)
The same $100, spent in 10 different ways. Each bar shows where the $100 ends up.

A key splits 1/3 each to drivers, stakers and the treasury. A merge fee splits between the treasury, stakers and a burn. The Dealership and the ATM will mostly move money between players.

The key split leaves 1% not yet placed, on purpose, until the owner decides where it goes. The merge fee has no unplaced share: 34% goes to the treasury. Only keys, merging, crowbars and insurance, the Socket Set, $GAS bought in the app and repairs are live today; the other rows show how the rest will work.

Three things to take from the chart

  • Keys and merging are the game's income today. Trading keeps its fee, and staking keeps nothing. The Dealership will keep 3% once it opens.
  • Repairs are the burn. Each repair buys $GAS and burns it, and that purchase also pays the trading fee.
  • Some money only moves between players: the Mafia Men's cut and the 97% of a Dealership sale that goes to the seller. The game takes nothing from these.

How a claim is sized

A wallet earns a share of the money coming in, based on its lineup, however often it claims. Nobody is paid more than their share, so the pool cannot run dry. The details are in Payouts.

See how the economy works: try the explorer.

What comes after launch

Live today: the claim loop, keys and merging, the Socket Set, the Mini Mart's keys, crowbars and insurance, theft and the ATM. Mafia Men are sold in the Mini Mart once the shop lists them, and activated from your inventory. Still to come: item drops, the Dealership and the features below, each one as a separate release.

v2.1

  • Scrolls: raise 1 stat, with a chance to fail. There is no limit on attempts. Each stat can reach 125% of its starting score, and every accepted attempt uses 1 scroll.
  • The Job Board: if you can't get to a station, you post a job with a commission and a time limit, and another driver claims with your cars. See Job Board.
  • More items: Nitro (a short claim boost), plus the Jerry Can, Alarms, Fake Plates, Tow Trucks and Credit Card Fraud. Their details are still being decided.

Later

  • Lending items between drivers.
  • Proxy claims.
  • Special in game items.

What will not change

You still hold a car, drive to a real pump and get paid from a pool of money that has already come in. Everything above is built around that loop and replaces none of it.

Contract addresses

Every Gas contract lives on Robinhood Chain, chain id 4663. Each address opens in the Blockscout explorer, so you can check it yourself.

The V2 game

Where the money sits

Drivers are paid from the prize pool vault, and repair fees go to the repair vault. Our server can do only one job with each of those two, and only up to a daily limit. The treasury vault takes the treasury share, and our server cannot move anything out of it.

For checking the code

Some contracts can be upgraded. Their address above never changes, and the code it runs lives at a second address. These are those code addresses, for anyone who wants to verify the source.

Your V1 car

The first game kept its cars in their own collection. Every V1 car you upgrade to V2 starts here, and upgrading burns it.

Only trust these

If someone sends you a Gas address that is not on this page, it is not ours.

Questions people ask

Short answers. Every one of them has a longer section behind it.

Do I still have to go to a gas station?

Yes. The server checks that you are there before anything is paid.

What happens to my V1 car?

Upgrade it. Upgrading burns the V1 car and gives you a sealed V2 car from a free key (Clunker to Regular, GTR to Super, Porsche to Premium). Until the upgrade window ends on 16 October, the pool keeps a shrinking reserve for active V1 drivers who have not upgraded, so the first people to upgrade can't take everything.

What do I get paid in?

In 2 tokens: the USO Stock Token, from trading fees, and $GAS, from 1/3 of what the game takes in. Both are split among everyone who can claim right now. Item drops on top of the 2 tokens are coming later. See What else a claim can give.

How much will my car earn?

Your Starting 5 in the garage shows what your lineup earns a day at today's rate. This number moves with the pool and with the number of drivers. It is not a promise.

Can someone take my car?

Yes. Any car you hold can be taken, in your lineup or in your garage. A crowbar can take it for good, or borrow it for 2 to 5 days, after which it comes back. High Security and insurance lower the chance, and against a T1 crowbar a car from about Security 77 up is safe. Only an Armour kit makes a car completely safe, for 7 days. See Borrowing and stealing cars.

Can anyone see where I am?

No. No screen shows where you are. The live feed shows the station where a player was just paid, never where anyone is now. A thief can pick your car, but never sees where you are.

Why did the price in the shop go up?

Because people bought, because the $GAS price moved, or because claims are paying more. Early keys sell at a discount that shrinks as more keys sell, and the full price of keys and merges follows what a claim pays.

Why can't I buy more?

Each item has a daily stock, and you can hold up to 5 and buy up to 10 a day. Keys, crowbars and insurance are on sale today, and Mafia Men once the shop lists them. See The limits on items.

Does holding more cars help?

Only as reserves. 5 cars run. The others earn nothing and can be swapped in at any time.

What is the jackpot?

The jackpot is not live in V2 yet, so no claim can win one today.

Is staking safe?

A stake earns a share of real revenue, and nothing is printed. The yield moves with the game and with the $GAS price. Leaving early costs a penalty that gets smaller over time, and forfeits all your unclaimed rewards, so claim first. The APY the ATM shows is an estimate.

Where can I check the numbers?

On the proof page. It shows the USO in the prize pool, what drivers have claimed and the claim base rate, read from the chain, and links the prize pool wallet to an explorer. The contracts themselves are listed in Contract addresses.

Is a claim yield?

No. A claim is a prize, paid from a pool that fills and empties as people play.