Everything you need to know about the game system, tokenomics, and on-chain mechanics — fully transparent, no hidden cuts.
Pullout is a real-money extraction arena on Solana. You stake real SOL to enter, fight other players and monsters to grow your bag, then extract before you die — keeping everything you earn. The current live config sets the house cut to 0% and no dev wallet receives a cut. Every SOL is real, on-chain, and auditable: it moves to players on extraction, to referrers on referral, or to the burn address via buyback.
Every session follows the same core cycle. There are no rounds, no lobby waits — the arena is always live.
E for 1 second. Any hit interrupts the channel. If successful, your carried SOL is sent to your wallet on-chain.The number of zones scales with players: 1 zone per 22 alive players. Each zone rotates to a new random position every 25 seconds and its radius scales from 230px up to 500px based on player count. Locations are shown on your minimap and announced with a beacon.
If you disconnect, your character is stashed for 5 minutes with temporary invulnerability. If you reconnect within that window, you resume where you left off with all your SOL intact.
Combat is real-time, skill-based, and directly tied to your SOL bag. Your bag size affects your stats — more SOL means more power but also a larger hitbox and slower movement.
Your character radius grows proportionally with your carried SOL. A player with 2 SOL is visually larger and slower than one with 0.05 SOL — making them an easier target but capable of dealing more damage.
Speed is computed from your carried SOL and then multiplied by active buffs, power-ups, kill-streak bonuses, and the big-bag penalty.
All speed modifiers stack multiplicatively with base speed: level-up buffs, power-ups, kill streak, rift boost, shield slow, and big-bag slow.
| Carried SOL | Base speed | With 5+ SOL penalty |
|---|---|---|
| 0.10 | 241 | 241 |
| 1.00 | 220 | 220 |
| 5.00 | 183 | 137 |
| 25.00 | 155 | 116 |
There is no direct SOL reward for a PvP kill. The killer earns XP and advances their streak. 100% of the victim's bag is redistributed: 10% to buyback, 40% back to the pool, 50% as claimable floor orbs.
Levels 1–4 are a safe zone: you cannot attack other players, and other players cannot damage you. PvP is completely skipped if either player is below level 5. Once both players are level 5+, the higher-level attacker deals reduced damage to the lower-level target based on the level gap.
When attacking a player with more carried SOL than you, your damage is scaled up. Hitting a poorer player does less damage. The multiplier is capped at 1.3× and floored at 0.85×.
| Attacker | Victim | Multiplier |
|---|---|---|
| 0.1 SOL | 5 SOL | 1.30× (cap) |
| 1 SOL | 5 SOL | 1.30× (cap) |
| 5 SOL | 1 SOL | 0.85× (floor) |
Consecutive kills without dying grant a speed bonus. The buff updates at kill milestones and caps at +40% speed at 15 kills.
Most Wanted — the player carrying the most SOL is tagged as the highest-value target. The displayed bounty is 25% of their carried SOL, but this is only a marker. Killing them still redistributes the victim's entire bag through the normal 10/40/50 death split — there is no separate bonus payout.
Warlord — the player with 10+ PvP kills is crowned Warlord. The game announces “Kill for 3× bounty!” but there is currently no separate payout; the normal 10/40/50 death split still applies.
Every melee hit applies 26px knockback to the victim and a 13px forward lunge to the attacker. Projectile throws have a max range of 680px before they fizzle.
Every player has 5 abilities. All abilities share no global cooldown — each has its own independent timer.
If you avoid damage for 3 seconds, you regenerate 2% of your max HP per second. This lets you recover between fights without spending SOL on heals.
Every SOL in Pullout is real on-chain SOL. The treasury holds the pool and pays out winnings. There is no simulation — every stake, every kill reward, every extraction is a real transaction.
When you stake to enter, 100% of your stake becomes your carried SOL. Nothing is taken off the top.
Using the heal ability (Q) costs 4% of your current carried SOL but requires at least 0.005 SOL to cast. If your bag is below 0.005 SOL, you cannot heal. This SOL returns directly to the prize pool. Healing frequently drains your bag — balance survivability vs. payout.
The freePool is the treasury balance minus all SOL currently carried by players, minus a protected seed floor. It is what funds monster bounties. More players staking = larger freePool = bigger monster kills.
Each wallet has a daily extraction cap of 5 SOL to prevent whale draining. Extractions beyond the cap are rejected. The cap resets every 24 hours.
The server always keeps a 0.1 SOL reserve for transaction fees. If a payout would exceed the treasury balance, it is automatically capped to what the treasury can safely pay.
If the on-chain payout itself fails, the SOL never left the treasury and a separate retry queue attempts to pay it again.
You start at level 1 every session. XP is earned by killing monsters and players. Each level-up lets you pick one permanent buff that lasts the rest of that session.
Each level-up offers 3 choices, one from each of 3 random categories. Buffs stack multiplicatively for stat multipliers, and lifesteal stacks additively up to a cap.
| Buff | Stat | Tier 1 | Tier 2 | Category |
|---|---|---|---|---|
| ⚡ WET SOCKS | speed | +8% | — | mobility |
| ⚡ 3 REDBULLS | speed | — | +12% | mobility |
| ⚔️ ANGER ISSUES | damage | +10% | — | offense |
| ⚔️ ROID RAGE | damage | — | +15% | offense |
| ❤️ FAT ASS | maxHp | +15% | — | defense |
| ❤️ THICC BUILD | maxHp | — | +20% | defense |
| 🩸 SUCK IT UP | lifesteal | +5% | — | sustain |
| 🩸 BLOOD BATH | lifesteal | — | +8% | sustain |
| 📏 LONG ARMS | attackRange | +15% | — | range |
| 📏 LONG TONGUE | attackRange | — | +20% | range |
| ⏱️ ADHD | cooldown | −10% | — | cooldown |
| ⏱️ CUMMING BACK | cooldown | — | −15% | cooldown |
Monsters have a 20% chance to drop a power-up on death. Picking one replaces any active power-up. Effects last 6–10 seconds.
Monsters are the primary PvE income source. They spawn continuously up to a server cap that scales with the freePool size — more SOL in the pool means more monsters spawn.
Monsters come in tiers 1–6. Higher tier = more HP, more damage, more SOL bounty. Boss monsters (tier 6) are rare, strong, and worth significantly more.
Bounties are dynamic — they scale with the prize pool, monster tier, drop multiplier, and your stake size.
Monsters that have not taken damage for 5 seconds begin regenerating HP at 1% of max HP per second. If you let a monster escape a fight, it will heal back up — finish them quickly.
A boss (tier 6) spawns every 75 seconds and stays for 45 seconds if not killed. Bosses have 2000 HP, 25 damage, 45 speed, 40px radius, 500px aggro, and pay 5× the normal bounty. Bosses are tier 6 with dropMult = 5, so the full formula is baseBounty × 6 × 5 × √(max(0.01, stake)) × eventMult. When the boss drops below 50% HP it enrages — attack speed and movement speed increase, and it spawns additional minions.
If multiple players damage the same monster before it dies, XP is shared proportionally to the damage dealt. The killing blow earns full monster XP. Assists earn 50% of their proportional damage share — so if two players each deal 50% damage, the killer gets 100% and the assist gets 25%. Assists are tracked for up to 15 seconds of damage history.
Monsters always spawn, but their effective bounty multiplier drops as the freePool shrinks. The bounty floor protects against tiny pools, not a literally empty pool — if freePool is empty, kills still pay the per-tier floor. Spawns never pause.
$PULLOUT is the native token of the Pullout ecosystem, deployed on Solana via pump.fun. Holding $PULLOUT grants in-game buffs — or debuffs if you hold too much (whales are harder to play).
You always get the highest single tier you qualify for; tiers do not stack. Debuff tiers are checked first and override buffs if you hold too many tokens.
| Tier | Min Holding | HP Mult | DMG Mult | Effect |
|---|---|---|---|---|
| 👑 Legend | 20,000,000 $PULLOUT | ×1.35 | ×1.35 | BUFF Golden name |
| ⚔️ Champion | 10,000,000 $PULLOUT | ×1.20 | ×1.20 | BUFF |
| 🛡 Warrior | 5,000,000 $PULLOUT | ×1.10 | ×1.10 | BUFF |
| ⭐ Recruit | 1,000,000 $PULLOUT | ×1.05 | ×1.05 | BUFF |
| — None | 0 | ×1.00 | ×1.00 | Base stats |
| 😈 Overlord | 35,000,000 $PULLOUT | ×0.80 | ×0.80 | DEBUFF |
| 💀 Tyrant | 50,000,000+ $PULLOUT | ×0.60 | ×0.60 | DEBUFF |
$PULLOUT is deployed on pump.fun (Solana mainnet). The contract address is visible in the lobby. 100% of pump.fun creator fees flow to the treasury to fund the prize pool and buybacks.
The buyback mechanism uses SOL accumulated from in-game activity to buy $PULLOUT on the open market and burn it — creating deflationary pressure on the token supply. No dev wallet. No creator allocation. Pure in-game revenue.
SOL accumulates in a counter. When it reaches 0.5 SOL, or after 60 minutes (whichever comes first), the server automatically swaps all accumulated SOL for $PULLOUT and burns it permanently — provided the treasury has enough balance to cover the swap and fees.
Every buyback is recorded on-chain. The lobby shows:
Refer friends and earn real SOL every time they extract — automatically, on-chain, no claiming required.
Your referral card in the lobby shows your total referral count and total SOL earned from referrals. Payouts happen instantly at the moment of each extraction.
Every 24 hours the leaderboard resets. The top extractors are recognized in-game and on the lobby leaderboard. There are no token prizes — this is pure recognition of skill.
Every few minutes a random server-wide event fires. Everyone feels it at once. Events change the rules mid-game — economy, movement, monster behaviour, or the map itself. There is no warning beyond the banner. Adapt or lose your bag.
Monster bounties double. Death tax is already at max. Everything hurts more and costs more. Not a drill.
Highest-risk, highest-reward event. PvP rewards are unchanged; the real gains come from monster bounties. Dying during this window is unusually painful. The longest event at 90s.
A wave of high-tier monsters floods the arena. All monster bounties get the event 3× multiplier; the special horde monsters also carry a 3× dropMult, giving them 9× total. Touch grass later.
Primarily a PvE event. Extra monsters despawn at the end. Best time to grind your bag fast — if you survive the chaos.
Cursed portals tear open across the map. Stand in one for 3 seconds. Get yeeted to a random location. +20% speed for 5s after.
Portals visible on the minimap. Teleporting is optional but the speed boost after is strong for repositioning or chasing. Standing in a portal while an enemy watches is a gamble.
A purple healing circle spawns on the map. +2% max HP/s while inside. It moves. It shrinks. Monsters are 1.5× faster for the duration.
Zone starts 160px radius, shrinks to 40px. Drifts across the map bouncing off edges. Multiple players can heal simultaneously — forcing confrontation in an increasingly tiny space.
Pullout · Real SOL · Solana Mainnet · Current house cut: 0% · No dev cut
← Enter the Arena