FAQGlass Jaw FAQ

CAMPS AND GYMS

Fight camps, chartering, the GM office, coaches, your corner, and gyms.

What are camp dues and the camp pool?

The pool is the camp's cash. Members chip in from their fighter's cash, and the owner spends it on rooms, the lease, coach salaries and upkeep. Only the camp ever spends it; it never pays out to a member.

Dues are the owner's cut of your fight pay, set per tier as a percentage of purse plus win bonus and shown everywhere you can see the camp before you join, so there are no surprises. No purse, no dues. The rate is locked in when your fight is booked.

Charges against the pool are taken daily. If the pool cannot cover them, the camp degrades rather than closing: the gym boosts pause (GYM BOOSTS PAUSED. CAMP POOL EMPTY), coaches walk after missed pay, and a camp in an expensive building is eventually moved back to the cheapest one. Camps are never closed for being broke.

What do the camp roles mean: owner, co-owner, head coach, and member?

Owner: the manager who chartered the camp holds the deed. The owner runs the GM OFFICE, sets dues and the invite rule, builds rooms, hires coaches, kicks members, and is the only one who can disband the camp.

Co-owner: the owner can offer THE KEYS to one other manager. If they take them, they can run the office too, paying for gold-priced upgrades from their own wallet while the pool stays the camp's. Wallets never merge. Keys can be handed back or taken back, and they are rationed so they cannot be passed around.

Head coach: a camp coach the owner designates with MAKE HEAD COACH. It is the title of the coach who runs the floor. Your own HEAD COACH chair in YOUR CORNER is a separate thing.

Members: everyone on THE WALL. Members chip cash into the pool and pay the camp's dues out of their fight pay.

What are gym tiers, and can a camp have more than one gym?

Every camp has a gym tier. The first tiers come from money: the more dollars the owner has ever built into rooms, the higher the level, from GARAGE through STOREFRONT, WAREHOUSE and PERFORMANCE CENTER to SUPERCAMP. Each level adds roster room, coach slots and base XP on every session. The level never goes down.

Above that, tiers are earned and bought. The OFFICE tab lists what the next tier asks for (camp wins, belts won under the sign, locations, gym aura, academy students) and its price in pool cash plus owner gold. The named tiers run all the way up to DYNASTY.

Higher tiers also unlock gym slots, so an owner can open branches in other cities. A branch has its own roster, rooms and coach, and recruits pick which gym to sign at. Members across every gym count as one camp.

How do camp coaches work, and how are they paid?

Camp coaches live on the COACHES tab of the GM OFFICE. The scout board offers a handful of candidates, each with a role, a star rating, a weekly salary and a line of character. The board refreshes itself every so often, or the owner can roll a new one for gold.

Roles match training lanes: BOXING for pads, WRESTLING for the wrestling room, BJJ for mat work, JUDO for randori, CONDITIONING for roadwork, ANALYST for film study, and CUTMAN for post-fight damage. More stars, more effect. A coach needs the matching room to have anything to boost, and coach slots come with gym tier.

Salaries are quoted weekly and charged daily from the pool, plus a signing bonus at hire. Miss payroll twice and the coach walks. Your own retired fighters sign for free and never leave. Any coach can be made HEAD COACH, the one who runs the floor.

How do I join a camp, and how do I start my own?

To join, open the CAMP tab and browse the directory. Each card shows the camp's gym level, location, roster count, dues, and whether it is invite-only. Tap one to see the owner, the rooms and the coaches, then join if the door is open. Owners can also send invites from your fighter's profile; signing moves you out of your current camp.

To start your own, you charter a camp. A charter costs 1,300 gold, paid once from your account, and you get one camp per stable. You name it, hang your name on the door, and open the GM OFFICE. New camps start in the cheapest building with an empty pool, so the early job is recruiting members and chipping in cash. Your own fighters can train at your camp or somewhere else; the deed stays yours either way.

How do I leave a camp, and can I be kicked?

Open the CAMP tab and tap LEAVE CAMP, then confirm. Your fighter leaves; the camp stays open. Dues already paid are not refunded. You can join another camp straight away, and accepting an invite from another camp moves you automatically.

If you are the owner, leaving is not the same as closing. Your own fighters can train elsewhere while the deed stays yours; use DISBAND in the GM OFFICE to close a camp for good.

Owners can KICK members from the ROSTER tab, with a confirm step. A kicked fighter cannot rejoin that camp for a short cooldown. Owners cannot kick their own fighters, and only the deed holder can disband.

What does being in a camp actually do for my fighter?

Three things, all in your favor.

Training XP. The camp's gym tier adds XP to every session, and a deep roster lifts it further. Rooms add more to their own kind of session: a HEAVY BAG ROW helps pads work, a WRESTLING ROOM helps wrestling, a FILM ROOM unlocks film study. A matching coach adds again.

Fight camp boost. Before any fight you pick ONE temporary edge for that bout from the 🔥 FIGHT CAMP card on HQ. The right rooms unlock more picks and a bigger edge; a campless fighter gets the basic picks at a small fixed size. It dies at the final bell.

Recovery. Rooms such as the COLD PLUNGE, SAUNA and TREATMENT TABLE make recovery cheaper and soften the post-fight bill.

If the pool runs dry, the lights go off and the boosts pause until the owner refills it.

What is a fight camp?

A fight camp is a gym run by a player. It has an owner, a roster of fighters (THE WALL), a cash pool the members chip into, rooms the owner builds, coaches on the payroll, and a place in the camp directory. Your fighter trains under its sign, and the camp's rooms and coaches make that training better.

Every camp is a shared thing: the owner spends the pool on the building, and every member gets the benefit. Camps compete for prestige and hang their champions on the Champion's Wall. Membership is not a matchmaking rule; campmates can still fight each other when both managers want the bout.

You do not need a camp to fight. A campless fighter trains at base XP and gets a smaller, fixed fight-camp boost: a chip on the shoulder.

What is the GM Office?

The GM OFFICE is the camp's back room, open to the owner and the co-owner. It has five tabs.

  • OFFICE: the building and its lease, the gym tier and what the next tier asks for, the keys, owner settings such as invite-only, and DISBAND.
  • ROSTER: everyone on THE WALL, with KICK and a recruiting shortcut.
  • LEDGER: dues as a percentage of fight pay per tier, THE BOOKS (a forecast at current weekly rates), and recent history.
  • BUILD: the facilities tree. Each room is bought from the pool level by level, and the camp's gym tier rises with the dollars ever built.
  • COACHES: the scout board of candidates, the payroll, and MAKE HEAD COACH.

Everything here is paid by the camp pool or your own gold, never by another member's wallet.

What is YOUR CORNER, and how is it different from camp coaches?

YOUR CORNER is your fighter's personal team, separate from any camp. It has six chairs: HEAD COACH, STRIKING, GRAPPLING, CONDITIONING, NUTRITIONIST and CUTMAN. You hire each one with your fighter's cash and then pay a weekly wage; the higher chairs need a pro contract or the WFL.

Each chair grows along its own lane. The head coach adds XP on every drill; striking and grappling coaches boost their own sessions; conditioning boosts roadwork; the nutritionist gets more condition from treatments; the cutman heals more damage. Chairs also bring perks, such as sparring without a campmate or mat work without a mat room, and later levels add more. Levels run from BASICS up to WORLD CLASS.

Miss a payday and the coach waits; keep missing and they are paused. Dismiss a coach and the level goes with them. Your corner travels with the fighter wherever they train.

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