PULLOUT DOCS

Everything you need to know about the game system, tokenomics, and on-chain mechanics — fully transparent, no hidden cuts.

◎ Real SOL ⚔️ PvP Arena 💰 Play to Earn 🔗 On-Chain

Table of Contents

  1. What is Pullout?
  2. The Game Loop
  3. Combat System
  4. Abilities & Cooldowns
  5. SOL Economy
  6. Levels, Buffs & Power-ups
  7. Monsters & Bounties
  8. $PULLOUT Token Tiers
  9. Buyback & Burn
  10. Referral System
  11. Daily Leaderboard
  12. Live Events
  13. Controls Reference
01

What is Pullout?

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.

💡 Think of it as a battle royale where your health bar IS your bank account. Bigger bag = bigger character = more power — but also a bigger target.

Core Premise

StakeEnter with SOL
FightKill & grow bag
ExtractCash out
OR DIE10% burn · 40% pool · 50% orbs
02

The Game Loop

Every session follows the same core cycle. There are no rounds, no lobby waits — the arena is always live.

Step-by-step flow
  1. Connect Wallet — Phantom, Solflare or any Solana wallet adapter.
  2. Stake SOL — minimum stake is 0.05 SOL; maximum is dynamic — never more than 20% of the current treasury balance (and capped by the global MAX_STAKE config). Your stake becomes your carried SOL (your bag). 100% of your stake is carried in-game.
  3. Spawn & Grind (Lv 1–4) — PvE only. Kill monsters for SOL bounties and XP. Lower-level players cannot attack you, and players above you deal reduced damage per level gap.
  4. PvP Unlocks at Lv 5 — You can now attack and be attacked by other players. PvP kills give XP + streak bonuses, but there is no direct SOL reward.
  5. Extraction Unlocks at Lv 6 — Enter the glowing extraction zone on the map and hold E for 1 second. Any hit interrupts the channel. If successful, your carried SOL is sent to your wallet on-chain.
  6. Death — If killed: 10% buyback & burn, 40% back to the prize pool, 50% drops as floor orbs.

Extraction Zones

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.

⚠️ Getting hit during the 1-second extraction channel cancels it. Position yourself carefully and watch for enemies.

Reconnect Grace Period

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.

⚠️ Disconnect Penalty: If you do not reconnect within 5 minutes, your carried SOL is taxed exactly like a death — 10% buyback & burn, 40% back to the prize pool, 50% drops as floor orbs. There is no free exit.
03

Combat System

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.

Size Scaling

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.

Movement Speed

Speed is computed from your carried SOL and then multiplied by active buffs, power-ups, kill-streak bonuses, and the big-bag penalty.

baseSpeed = clamp(250 − 30 × √carriedSOL, 155, 250)
💡 If you carry 5 SOL or more, your speed is multiplied by 0.75 (a 25% big-bag slow). This is on top of the base curve.

All speed modifiers stack multiplicatively with base speed: level-up buffs, power-ups, kill streak, rift boost, shield slow, and big-bag slow.

Carried SOLBase speedWith 5+ SOL penalty
0.10241241
1.00220220
5.00183137
25.00155116

PvP Kill Reward

What happens when you kill a player
0%direct to killer bag
10%buyback & burn
40%stays in pool
50%floor orbs

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.

Level Gap Protection

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.

reduction = min((attackerLevel − victimLevel) × 0.15, 0.60)
1 gap
-15% damage
2 gaps
-30% damage
3 gaps
-45% damage
4 gaps
-60% damage (cap)
5+ gaps
-60% cap
💡 Levels 1–4 are fully protected from PvP. Level-gap damage reduction only applies when both players are level 5 or higher.

Giant-Slayer Bonus

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×.

damageMult = clamp(√((victimSOL + 0.15) / (attackerSOL + 0.15)), 0.85, 1.3)
AttackerVictimMultiplier
0.1 SOL5 SOL1.30× (cap)
1 SOL5 SOL1.30× (cap)
5 SOL1 SOL0.85× (floor)

Kill Streaks

Consecutive kills without dying grant a speed bonus. The buff updates at kill milestones and caps at +40% speed at 15 kills.

streakSpeedMult = 1 + (min(streak, 15) / 15) × 0.4
3 kills
KILLING SPREE (+8%)
5 kills
RAMPAGE (+13%)
7 kills
DOMINATING (+19%)
10 kills
UNSTOPPABLE (+27%)
15 kills
GODLIKE (+40%)
20 kills
LEGENDARY (still +40%)

Most Wanted & Warlord

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.

💡 Most Wanted and Warlord are target markers. The real reward for killing either is the same 50% floor orbs everyone gets from a PvP death.

Knockback & Lunge

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.

04

Abilities & Cooldowns

Every player has 5 abilities. All abilities share no global cooldown — each has its own independent timer.

CLICK / SPACE
Melee Attack
Basic attack. Deals damage based on your bag size. Applies knockback & lunge.
F
Throw
Ranged projectile. 680px range. 1.1s cooldown. Fizzles if it misses.
SHIFT
Dodge Roll
2.2× speed burst for 400ms. Invulnerable for 480ms. 1.1s cooldown.
Q
Heal
Restores HP. Costs 4% of your carried SOL. Can't heal if bag is empty.
R
Shield Block
Blocks for 1.5s at 50% speed. Blocked hits stun attacker 0.8s & counter at 1.2× damage. 8s cooldown.
💡 Dodge i-frames: You are fully invulnerable during a dodge roll's 480ms window. Use this to pass through projectiles and melee swings.

Passive HP Regen

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.

05

SOL Economy

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.

Where SOL Goes on Extraction

100%to your wallet
0%buyback & burn
✅ Current live config: 0% house cut. No dev wallet receives a cut. Every SOL you extract goes straight to your wallet.

Where SOL Goes on Death

10%buyback & burn
40%stays in prize pool
50%floor orbs

Stake Contribution

When you stake to enter, 100% of your stake becomes your carried SOL. Nothing is taken off the top.

Heal Cost

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.

Prize Pool (freePool)

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.

freePool = treasuryBalance − totalCarriedByPlayers − seedFloor

Daily Extraction Cap

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 cap is checked against the gross extraction amount before any treasury or referral deductions. Once you hit the cap, you cannot extract more until reset, so your daily leaderboard ranking is capped for that day.

Treasury Solvency

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.

🚨 The unpaid remainder is lost. If the treasury cannot cover the full extraction, you receive only what is available after the 0.1 SOL reserve. The remainder is not held, queued, or retried in the successful-payout path.

If the on-chain payout itself fails, the SOL never left the treasury and a separate retry queue attempts to pay it again.

06

Levels, Buffs & Power-ups

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.

Level Milestones

1
Spawn
2
+Buff pick
3
+Buff pick
4
+Buff pick
5
⚔️ PvP ON
6
🏦 Extract
💡 Levels 1–4 are a safe zone: you cannot initiate PvP, and other players cannot damage you. PvP is fully skipped if either player is below level 5.
Level-Up Full Heal: Every time you level up, your HP is instantly restored to full. Use this to survive tough fights by grinding XP mid-combat.

Buff Options (pick 1 per level-up)

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.

BuffStatTier 1Tier 2Category
⚡ WET SOCKSspeed+8%mobility
⚡ 3 REDBULLSspeed+12%mobility
⚔️ ANGER ISSUESdamage+10%offense
⚔️ ROID RAGEdamage+15%offense
❤️ FAT ASSmaxHp+15%defense
❤️ THICC BUILDmaxHp+20%defense
🩸 SUCK IT UPlifesteal+5%sustain
🩸 BLOOD BATHlifesteal+8%sustain
📏 LONG ARMSattackRange+15%range
📏 LONG TONGUEattackRange+20%range
⏱️ ADHDcooldown−10%cooldown
⏱️ CUMMING BACKcooldown−15%cooldown
💡 Stacking rules: Speed, damage, max HP, range, and cooldown buffs multiply together. Lifesteal is additive and capped at 20% from level-up buffs. Power-up lifesteal can temporarily add another 10% on top.

Power-ups

Monsters have a 20% chance to drop a power-up on death. Picking one replaces any active power-up. Effects last 6–10 seconds.

🚀 MAGNUM RUSH
+20% speed · 8s
💥 RAW DOG
+25% damage · 8s
💦 CREAMPIE
+10% lifesteal · 10s
🛡️ DUREX
70% damage reduction (you take 30%) · 6s
07

Monsters & Bounties

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.

Monster Tiers

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.

Bounty Formula

Bounties are dynamic — they scale with the prize pool, monster tier, drop multiplier, and your stake size.

baseBounty = min(freePoolSOL × 0.0001, 0.04)
raw = baseBounty × tier × dropMult × √(max(0.01, yourStakeSOL)) × eventMult
bounty = clamp(raw, tier × 0.001, tier × 0.04)
final = min(bounty, freePoolSOL × 0.05)
0.001
Min SOL per tier (floor)
0.04
Max SOL per tier (cap)
5%
Hard safety cap per kill
7 XP
XP per tier killed
💡 The bounty floor ensures kills always pay something even if the pool is empty. The hard cap prevents any single kill from removing more than 5% of the freePool.

Passive Regeneration

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.

Boss Monsters

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.

💡 Current boss stats are fixed and do not scale with normal monster tier stats. Boss HP is 2000 and boss damage is 25.

Kill Assist Credit

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.

Spawn Gating

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.

08

$PULLOUT Token Tiers

$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).

Holder Tiers

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.

TierMin HoldingHP MultDMG MultEffect
👑 Legend20,000,000 $PULLOUT×1.35×1.35BUFF Golden name
⚔️ Champion10,000,000 $PULLOUT×1.20×1.20BUFF
🛡 Warrior5,000,000 $PULLOUT×1.10×1.10BUFF
⭐ Recruit1,000,000 $PULLOUT×1.05×1.05BUFF
— None0×1.00×1.00Base stats
😈 Overlord35,000,000 $PULLOUT×0.80×0.80DEBUFF
💀 Tyrant50,000,000+ $PULLOUT×0.60×0.60DEBUFF
⚠️ Debuff tiers are intentional. Overlord and Tyrant are anti-whale debuffs. There is no advantage to holding more than 20M — these tiers exist so whale wallets cannot dominate the arena. The sweet spot for maximum power is Legend tier (20M).

How Tiers Work

Token Contract

$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.

09

Buyback & Burn

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.

Funding Sources

What feeds the buyback accumulator
  • 10% of every player death — when a player dies in PvP or to monsters

How a Buyback Fires

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.

100%burned permanently

Transparency

Every buyback is recorded on-chain. The lobby shows:

✅ All burn transactions are verifiable on-chain. The burn address is the Solana token burn instruction — tokens are destroyed, not sent to a wallet.
10

Referral System

Refer friends and earn real SOL every time they extract — automatically, on-chain, no claiming required.

How It Works

  1. Connect your wallet in the lobby
  2. Copy your unique referral link (shown in the right column)
  3. Anyone who joins via your link is permanently tagged to your wallet
  4. Every time they extract, 2% of their net profit (extraction minus original stake) is sent directly to your wallet on-chain
2%of referee's net profit
Directon-chain transfer
no expiry
💡 The 2% referral reward is calculated on net profit (extraction minus original stake) and sent as an extra on-chain transfer from the treasury. The referee still receives their full payout. If a player extracts exactly what they staked (no profit), no referral is paid.

Tracking

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.

11

Daily Leaderboard

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.

Rankings

🥇 1st
Top extractor
🥈 2nd
Top extractor
🥉 3rd
Top extractor

Qualification

12

Live Events

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.

⚠️ Events affect the entire server simultaneously. If you're mid-extraction when one fires, you feel it immediately.

Event Roster

🬸 NO CAP FR FR — 90 seconds

Monster bounties double. Death tax is already at max. Everything hurts more and costs more. Not a drill.

monster bounties
death tax spiked
90sduration

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.

🐀 THEY'RE COMIN — 60 seconds

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.

event bounty mult
horde monster total
Tier 4+horde spawns
6–15extra monsters

Primarily a PvE event. Extra monsters despawn at the end. Best time to grind your bag fast — if you survive the chaos.

🕳️ WRONG HOLE — 50 seconds

Cursed portals tear open across the map. Stand in one for 3 seconds. Get yeeted to a random location. +20% speed for 5s after.

2–3portals spawned
3sdwell to teleport
+20%speed after exit

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.

🧀 FREE HEALS — 65 seconds

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.

+2%HP/s inside zone
1.5×monster speed
Shrinksover 65 seconds

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.

Timing & Cooldown

13

Controls Reference

Keyboard & Mouse
WASD
Movement
Mouse
Aim direction
Click
Melee attack
SPACE
Melee attack (alt)
F
Throw projectile
SHIFT
Dodge roll
Q
Heal (costs 4% bag)
R
Shield block
E
Extract (hold 1s)
TAB
Scoreboard
1 / 2 / 3
Pick level-up buff
💡 Mobile: Touch controls are not currently supported. Pullout is a desktop-first game. Use a keyboard + mouse for best experience.

Pullout · Real SOL · Solana Mainnet · Current house cut: 0% · No dev cut

← Enter the Arena