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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, and the parts still to come: theft, Mafia Men and 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. See The pump.
  • The Mini Mart. The shop at the station. Today it sells keys. Wrenches, to borrow or steal another driver's car, and insurance are coming soon. See The Mini Mart.
  • 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. The price is a live quote that rises as more keys sell, 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.

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. Each one is rolled once, when you open the car, from a range set by its tier. A God can roll up to 112.

StatWhat it does
OctaneHow much a claim pays. A car's weight is its tier's base times its Octane effect, and every 11 points of Octane multiply it by about 1.257
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 wrench, once theft is live
LuckYour chance of a bonus on a claim and its size, and, once they are live, how often a claim drops an item
TierEach stat rolls between
Common1 and 10
Uncommon8 and 18
Rare15 and 35
Epic28 and 63
Legendary39 and 84
God50 and 112

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 6
Epic8 to 12
Legendary13 to 23
God21 to 44

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 5
    • Octane
      7.4
    • Speed
      3.1
    • Durability
      8.6
    • Security
      2.2
    • Luck
      5.0

    stats roll 1 to 10 · a claim every 34.4 h · a repair every 2 claims

  • Uncommonrating 13
    • Octane
      15.2
    • Speed
      9.8
    • Durability
      12.6
    • Security
      16.4
    • Luck
      10.3

    stats roll 8 to 18 · a claim every 29.6 h · a repair every 3 claims

  • Rarerating 23
    • Octane
      31.7
    • Speed
      22.4
    • Durability
      18.9
    • Security
      27.5
    • Luck
      16.1

    stats roll 15 to 35 · a claim every 22.4 h · a repair every 5 claims

  • Epicrating 42
    • Octane
      55.3
    • Speed
      41.8
    • Durability
      33.6
    • Security
      47.2
    • Luck
      30.9

    stats roll 28 to 63 · a claim every 14.6 h · a repair every 9 claims

  • Legendaryrating 60
    • Octane
      76.4
    • Speed
      58.2
    • Durability
      44.7
    • Security
      69.9
    • Luck
      51.3

    stats roll 39 to 84 · a claim every 10.1 h · a repair every 14 claims

  • Godrating 84
    • Octane
      104.6
    • Speed
      88.1
    • Durability
      61.5
    • Security
      95.2
    • Luck
      72.8

    stats roll 50 to 112 · a claim every 5.2 h · a repair every 24 claims

Show as a table
TierStats roll betweenExample roll (Octane, Speed, Durability, Security, Luck)RatingExample waitExample claims per repair
Common1 and 107.4 / 3.1 / 8.6 / 2.2 / 5.0534.4 h2
Uncommon8 and 1815.2 / 9.8 / 12.6 / 16.4 / 10.31329.6 h3
Rare15 and 3531.7 / 22.4 / 18.9 / 27.5 / 16.12322.4 h5
Epic28 and 6355.3 / 41.8 / 33.6 / 47.2 / 30.94214.6 h9
Legendary39 and 8476.4 / 58.2 / 44.7 / 69.9 / 51.36010.1 h14
God50 and 112104.6 / 88.1 / 61.5 / 95.2 / 72.8845.2 h24
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 1 and 10.

Neighbouring tiers overlap, so a lucky car can beat an unlucky one a tier up. A lucky Common can beat an unlucky Uncommon, but never 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 merging 2 Legendaries or 2 Epics can produce a God; 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 new car rolls new stats. It keeps nothing from the old ones.
  • Epics and Gods are special. An Legendary can only merge with another Legendary, 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
    25%
  • Uncommon and Uncommon
    75%
  • Uncommon and Uncommon
    1%
  • Common and Rare
    1%
  • Uncommon and Rare
    5%
  • Rare and Rare
    45%
  • Rare and Rare
    1%
  • Common and Epic
    0.1%
  • Uncommon and Epic
    0.5%
  • Rare and Epic
    5%
  • Epic and Epic
    30%
  • Epic and Epic
    1%
  • Legendary and Legendary
    15%
Show as a table
The pairAims atBase chance
Common and CommonUncommon90%
Common and CommonRare1%
Common and UncommonRare25%
Uncommon and UncommonRare75%
Uncommon and UncommonEpic1%
Common and RareEpic1%
Uncommon and RareEpic5%
Rare and RareEpic45%
Rare and RareLegendary1%
Common and EpicLegendary0.1%
Uncommon and EpicLegendary0.5%
Rare and EpicLegendary5%
Epic and EpicLegendary30%
Epic and EpicGod1%
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.

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.

Your daily claim for the whole lineup is on the Starting 5 card in the garage: one claim at today's rate, times 24 hours divided by your wait. 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)
  • $2.50 five cars weighing 1x each (2.5x)
  • $6.50 one car weighing 6.5x (6.5x)
  • $16.25 five cars weighing 6.5x each (16.25x)
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 average Luck. 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. 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 wrench, insurance, a Scratchers ticket or, very rarely, a key or a Mafia Man.

Luck will decide how often items drop. 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 (coming later)

Mafia Men are not live yet, and nobody can hire one today. How they will work is still being decided. 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.
  • A photo, sometimes. Now and then we ask for a photo of the pump. Our server checks that it shows a real pump, taken right now.
  • 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 average 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 refuses any claim above its limits. Our server works out D and the claim unit.

A car's weight

A car's weight is its tier's base, multiplied by the effect of its Octane. Every 11 points of Octane multiply the weight by about 1.257. Tier matters most: a higher tier starts from a bigger base and rolls higher Octane.

  • Octane score along the bottom. Each bar is about 26% higher than the one before.
How a car's weight grows with Octane. Each bar is about 26% higher than the one before, from 1x at Octane 1 to 7.8x at Octane 100.

Five slots, not five equal cars

The 5 slots do not count the same. Slot 1 counts the whole weight of its car, slots 2 and 3 count half, and slots 4 and 5 count a quarter. So a full lineup earns up to 2.5x what 1 car earns alone, and 5 identical cars earn 2.5x one of them. An empty slot adds nothing to your claim multiplier. Always put your heaviest car first.

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 0.5x
  • Slot 3 0.5x
  • Slot 4 0.25x
  • Slot 5 0.25x
  • Heaviest firstcars weigh 20, 10, 10, 5, 5: the best order
  • Lightest firstcars weigh 5, 5, 10, 10, 20: 62% of the best order
Show as a table
OrderSlot 1 (1x)Slot 2 (0.5x)Slot 3 (0.5x)Slot 4 (0.25x)Slot 5 (0.25x)Compared with the best order
Heaviest first20 point car10 point car10 point car5 point car5 point car100%
Lightest first5 point car5 point car10 point car10 point car20 point car62%
The same 5 example cars, weighing 20, 10, 10, 5 and 5 points, in 2 different orders. Slot 1 counts 1x its car, slots 2 and 3 count 0.5x, slots 4 and 5 count 0.25x. Lightest first earns only 62% of what heaviest first earns.

A great car in slot 1 can earn more than 5 average cars. Better cars raise your claim more than extra cars do. D always counts you in your best order, so a bad order only lowers your own claim.

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 average Luck, 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
Average 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.

D counts every wallet at its average expected Luck. 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.
  • Better beats more. 1 strong car can earn more than a lineup of weak ones, because of the slot scales and the Octane scale.
  • 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 number above them is refused, never paid.

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.

Once theft is live, 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, and once theft is live, for when one is 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.

Parking a car (coming later)

Parking will take a car out of the game but keep it in your wallet. A parked car will earn nothing, and nobody will be able to touch it. It arrives with theft.

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. With the starting settings, slot 1 has the biggest effect on both your multiplier and your wait.
  • Security: protection from thieves, once theft is live.
  • Luck: a bonus on some claims, and more drops once they are live.
  • Durability: how often you have to stop for repairs.

Above the lineup, a card shows your multiplier, your wait and your daily claim: one claim times 24 hours divided by your wait. It reads your saved lineup, so it changes after you save. Claims per repair, thief chance and drop chance on that card are estimates. Theft and drops are not live yet, so those two are proposed formulas, not real chances.

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. Locked for three days, yours to buy back; after that it is theirs.

↩ home if you buy it back; insured, it comes home anyway

In the shopOut of uses.

↩ home when you repair it

Insured is a cover on any of these: a steal becomes a borrow, and the car comes home.

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. Locked for three days, yours to buy back; after that it is theirs.
In the shopOut of uses.
InsuredCovered: a steal becomes a borrow, and it comes home.
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. Borrowed and Stolen arrive with theft, which is not live yet.

The Mini Mart

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

Today the Mini Mart sells keys, and it is the only place that does. The Scratchers have their own banner there too. Other 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
Wrench, levels 1 to 7 (coming soon)Borrows another driver's car for a while
Insurance (coming soon)Covers 1 car, or your whole lineup, for 1 week or 1 month. A steal becomes a borrow, and the car comes back
Mafia Man (coming later)Takes a cut of claims for whoever hired him

Wrenches of levels 8 to 10, which steal a car permanently, 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. Other items, once they are on sale, will have a minimum price that rises with every purchase.

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, once items are on sale

  • The shelf runs out. Each item has a daily stock, based on the number of drivers. When it's gone, it's gone until the next day.
  • You can only hold a set amount of each item.
  • You can buy 10 or 20 of an item per day, depending on the item, however lucky you are.
  • You can only use a set number per day. This depends on your lineup's Luck, so a lucky lineup can use more.
  • Some items have a cooldown between uses.

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

Selling back, once items are on sale

You can 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. 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 (V2.1)

A small wrench borrows another driver’s car for a while. A big wrench takes it permanently.

Theft is not live yet. Nothing in this section can happen today. It describes the plan.

Every car you hold can be taken, in your lineup or in your garage. Only a parked car is safe, and a parked car earns nothing.

How an attempt works

You use a wrench from your garage. The game picks a random car near your lineup's weight. You never see the owner, and you can't choose from a list. You do see the car, its Security, your chance of success and what you win if it works.

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

  • Levels 1 to 7 borrow. If it works, the car joins your lineup, earns for you, then goes back by itself. How long you keep it depends on your wrench against the car's Security.
  • Levels 8 to 10 steal. If it works, the car becomes yours.
  1. 1
  2. 2
  3. 3
  4. 4
  5. 5
  6. 6
  7. 7
  8. 8
  9. 9
  10. 10
  • 1 to 7: borrow a car for a while. Sold in the shop.
  • 8 to 10: steal a car permanently. Never sold in the shop.
The 10 wrench levels. Levels 1 to 7 borrow a car for a while, and you can buy them in the shop. Levels 8 to 10 steal a car permanently: you only get them from drops or at the Dealership.

Security is in every part of it

Security decides the chance a wrench works, how long a borrow lasts and how soon an insured car comes back. A car with high Security stops most wrenches and gives the shortest borrows. A car with very low Security is an easy target.

Security does not change which car gets picked. Cars are picked by lineup weight, so a weak car is not hunted on purpose. It is just easier to take.

Limits

  • Each wrench has a daily limit, and big wrenches have a lower one.
  • You can try the same car only once a day. A car borrowed yesterday cannot be borrowed today.
  • Every attempt costs real $GAS at the shelf price. Random attempts lose money on average. To win, you need to find weak targets and be lucky.

If it happens to you

  • Borrowed: your car's card shows when it comes back. Until then, it earns for the thief.
  • Stolen: the car is locked for 3 days. In that time, nobody can sell it, move it or steal it again, and you can buy it back from the thief in $GAS. After 3 days, it belongs to the thief.
  • Insured: a steal becomes a borrow. The thief keeps the earnings for a while, for less time if your car has higher Security. Then the car comes back, with no ransom. Insurance is cheap, lasts 1 week or 1 month, covers 1 car or your whole lineup, and does not renew by itself.

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

Fair rolls

Every attempt uses a random seed that is fixed before the day starts and published when the day ends. Any driver can check every roll made against them, so a thief cannot cheat.

Mafia Men (V2.1)

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

Mafia Men are not live yet, and nobody can hire one today. Whether a man works across the whole game or at 1 station is still being decided. This section describes the whole game version.

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 hire up to 5, and other drivers can hire their own.

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 hold screen shows what you get after the cut.
  • The cut is fixed when you start a claim. A man hired while you are pumping does not change that claim.
  • If you don't want to pay the cut, go to another station.

What you see as an owner

You see how many of your men are working, how much time each one has left, how many claims they counted and your share. You only see numbers, never who claimed, where or when.

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 wrenches (levels 8 to 10) 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 3 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. You can send $GAS to friends who joined. A share of a referred friend's claims is not switched on, so nothing is paid for a referral today.

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)
  • Another Mini Mart item, used (coming later)
  • 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
Another Mini Mart item, used (coming later)$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 9 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, $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, a ransom, 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.

What comes after launch

Live today: the claim loop, keys and merging, the Mini Mart's keys and the ATM. Still to come: wrenches and insurance, theft, Mafia Men, 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.
  • Parts: permanent upgrades, like a new engine. They drop from lucky claims, trade on the Dealership and stay with the car.
  • 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

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?

The Starting 5 card in the garage shows your daily claim 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?

Not today: theft is not live yet. When it is, any car you hold can be taken, in your lineup or in your garage. A small wrench borrows it, and it comes back. A big wrench takes it, and you have 3 days to buy it back. Insurance turns a steal into a borrow.

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.

Why did the price in the shop go up?

Because people bought, or because the $GAS price moved. Early keys sell at a discount that shrinks as more keys sell.

Why can't I buy more?

Today only keys are on sale. Wrenches, insurance and Mafia Men are coming.

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.