A free Steal An Egg calculator for the six numbers the game never shows you: what a pet earns per second once its mutation is applied, what your whole pen brings in per hour, the real odds behind an egg pool, whether a fuse gains or loses money, how much speed stands between you and the next biome, and whether your cash belongs in a pen slot or the treadmill. Pick a tool, type your own figures, read the answer.
Nothing to submit and nothing to install. Change any field and the answer moves with it. Base income figures come from community tracking; the card on your own pet is always the last word.
Pick a pet, apply its mutation, and see what it pays per second, hour and day โ plus the Index reward you get for registering it.
Money per second is multiplied by the mutation, then by your size/weight roll. Size and weight are known to move the displayed figure but the exact curve has never been published, so treat that field as a manual nudge โ read the real number off the pet card and type it straight into the pen tool if you want exact totals.
Your real income is the sum of every pet in an active slot. Build your pen here to see the total, find your weakest slot, and check how long a purchase takes to fund.
A pet in storage earns nothing. If the pen total below is lower than it could be, the fix is almost always swapping a stored earner into a slot rather than chasing another hatch.
For the egg pools that publish hatch rates, this works out the average income per hatch and your chance of actually landing the chase pet across a run of eggs โ from the real odds, not a guessed percentage.
Odds are per individual roll. Ten eggs at a 4% chase rate is not a 40% shot โ it works out at 1 โ (1 โ p)โฟ, which the panel above calculates for you. Nothing here implies a pity timer; none has ever been confirmed.
The machine takes three copies of the same pet and returns one egg of that species. You lose three earners for one, so the maths only works if the result is strong enough โ or if the freed slots get filled with something better.
All three inputs must be the identical species โ three Walruses, not a Walrus and two friends. Mutations can carry through a fusion but are not guaranteed to, so don’t feed the machine your only Rainbow. Fuse duplicates that are sitting in storage first; pulling three active earners drops your income until the new egg hatches.
Speed is the real gate on the whole game: it decides which nest you can rob and how much egg weight you can carry home. This tells you how far off the next biome you are and how long the treadmill will take.
The listed floor is the point at which a steal becomes possible, not comfortable. Heavy eggs slow you down on the way back and the guardian does not, which is why a margin over the floor turns a coin-flip run into a repeatable one. Every floor here is a moving target between updates, so read your own off the upgrade board before committing cash.
Two ways to spend the same pile of cash. This compares how fast a new slot pays for itself against how long the treadmill needs to get you into the biome you’re chasing.
Only two options get compared here, and only on payback speed. Hatch luck, mutation rolls and the way several upgrades compound into each other all sit outside the maths, so use the verdict for the purchase in front of you rather than as a plan for the account.
Money per second is not one number, it is three stacked on top of each other, and the game shows you only the finished total. The income calculator above pulls those three apart so you can see which one is actually carrying your pen:
The pet calculator handles one pet at a time, which is the right tool for a straight comparison: is my Golden Walrus worth more than my plain Polar Bear? The pen calculator handles the number that actually matters, because your income is the sum of every pet in an active slot and nothing else. Pets in storage pay zero. That one rule quietly costs more progress than bad egg luck ever does, and the pen tool flags it the moment your slot count exceeds the pets you have listed.
Looking for base rates rather than a calculation? The full index of every pet, rarity and listed income per second lives in our Steal an Egg pets list, which is the better page to bookmark if you just want to look a creature up.
Five mutations are in the pool. Silver, Golden and Rainbow turn up on egg spawns and during Admin Abuse. Bloom and Spirit Bloom come out of the Sakura Incubator, unlocked by handing an Epic Crane from Cherry Blossom to the machine and then feeding it Sakura Crystals farmed during Great Bloom.
| Mutation | Multiplier | Source | Reported chance |
|---|---|---|---|
| Spirit Bloom | 3ร | Sakura Incubator | 2.5% |
| Rainbow | 2.5ร | Egg spawn, Admin Abuse | not published |
| Golden | 2ร | Egg spawn, Admin Abuse | not published |
| Bloom | 1.5ร | Sakura Incubator | 97.5% |
| Silver | 1.25ร | Egg spawn, Admin Abuse | not published |
Because the multiplier is flat, it cuts across rarity. Run a Spirit Bloom Epic against a plain Legendary in the pet tab and the Epic often wins outright, which is the single most common reason players sell or fuse something they should have kept. Read the mutation before you decide anything.
One caution on the numbers themselves. Every current tracker agrees on this table, but no developer figures have ever been published, and the screenshots behind it rarely hold size and weight steady. A pet earning 10M/s next to a Rainbow twin earning 50M/s is not proof of a 5ร Rainbow; the twin may simply be a heavier roll. Gender and Personality also appear on the card and have no established effect on income, so leave them out of any comparison.
Most egg tools multiply your spend by a made-up percentage and call it expected value. This one only does maths where real hatch rates exist. The three Rift Egg banners publish both odds and income per pet, so the panel returns a true average per egg opened. The shop pools are treated differently: Brainrot, Monster and Luminous publish rates but not income, so you get the odds table and an honest blank rather than an invented figure.
The part worth internalising is the probability line. Ten eggs against a 4% chase rate is not a 40% shot, it works out at roughly 37%, and the panel runs 1 โ (1 โ p)โฟ for whatever quantity you type. It also tells you how many eggs a coin-flip chance actually takes. No pity timer has ever been confirmed in this game, so a bad run of 40 rolls at 2.5% is unremarkable rather than broken.
The Fuse Machine sits in the safe zone near your pen and asks for three copies of the same species. Not three of the same rarity. Three Walruses qualify; a Walrus with two friends does not. It consumes all three, charges a cash fee that scales with how strong they are, and returns one egg of that species which still has to hatch before it pays anything.
Fusing needs a calculator because the default outcome is a loss. You trade three income streams for one, so the result has to clear roughly three times a single input just to stand still. The fuse tab shows you that break-even rate directly, then adds the case that changes the answer: a full pen. When every slot is taken, fusing frees two of them, and whatever you had benched moves in. That is usually where the gain comes from, not from the fused pet itself.
Two more things the tool cannot know for you. Mutations sometimes carry through a fusion and sometimes vanish depending on the inputs, so test the behaviour on something expendable before you risk a Rainbow. And pulling three active earners drops your income until the replacement egg hatches, which is why duplicates rotting in storage are the right material. They earn nothing where they are, so anything the machine hands back is upside.
Speed gates everything above your current zone. It sets which nest you can rob and how much egg weight you can drag home before the guardian catches you. If runs keep failing, that is a speed problem rather than a pet problem, and the speed calculator turns it into a time estimate: how far short you are, and how many minutes of treadmill close the gap.
The floors below are attempt thresholds, not comfort thresholds. A heavy egg slows you on the return leg and the guardian is unaffected, so the planner adds a 25% margin by default. A biome you clear nine times out of ten will out-earn a richer one you fail in, because income is per hour, not per successful steal.
| Biome | Guardian | Speed floor | With 25% margin | Pets loaded |
|---|---|---|---|---|
| Forest | Chicken | none | โ | 8 |
| Lake | Swan | 900 | 1.13K | 8 |
| Desert | Scorpion | 10K | 12.5K | 8 |
| Jungle | Tiger | 40K | 50K | 8 |
| Snow | Yeti | 170K | 213K | 8 |
| Volcano | Hellhound | 700K | 875K | 8 |
| Abyss Ocean | Moby | 2.5M | 3.13M | 8 |
| Prehistoric | T-Rex | 18M | 22.5M | 8 |
| Cosmic | Cosmic Dragon | 700M | 875M | 8 |
| Cherry Blossom | Oni Tiger | 2.5B | 3.13B | 8 |
| Titan Temple | Gorilla King | 7B | 8.75B | 8 |
| Angels & Demons | Celestial / Demon / Hybrid | 20B | 25B | 17 |
Floors move with patches and trackers disagree slightly, Prehistoric most of all, where both 17M and 18M get reported. Check yours against the upgrade board in game. Trails are worth a look too: a flat speed bonus stacks on top of treadmill gains and often costs less than the training time it saves. Once you clear your target zone, the planner will tell you to stop training and buy slots instead.
This is the question the game asks you every few minutes and never helps with. The last tab settles it by comparing two durations. A pen slot costs cash and returns the income of whatever you can put in it, so its payback is simply cost divided by your best benched pet. The treadmill costs cash and returns access to a biome, so its payback is the training time still standing between you and that biome’s floor.
Whichever number is smaller wins your next purchase. Two situations flip the result hard. If you already clear the biome you are training for, the treadmill buys you nothing at all and the slot wins by default. If your bench is empty, a new slot earns nothing and the treadmill wins by default. The tool calls both out rather than returning a meaningless comparison.
Only two options get compared, and only on payback speed. Hatch luck, mutation rolls and the way upgrades compound into each other sit outside the maths, so apply the verdict to the purchase in front of you and nothing further.
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