Drive-Thru Upgrade & Cash ROI Calculator
Type in the $/min your own HUD shows, pick the tier your Upgrades panel is offering, and see what it costs, what it should add to your rate and how long it takes to earn its own price back.
What is official here, and what is estimated
Official or observed values and community estimates are never mixed inside one number. Drop rates, payout multipliers, what a single upgrade tier does to your income, the per-world earning scales and the luck behaviour are estimates made to compare options, not values the developer publishes. See “How the claims on this site were checked”.
- • Game identity, place and universe id, creator, and the title tag each listing carried on the date it was read
- • The game-pass names and the Robux price of each one, as the developer’s own pass listing returns them
- • The code strings listed on the codes page, and the reward each one paid out
- • The upgrade track names shown on the in-game upgrade panel, and the price of every tier the calculator lists
- • The later half of each ladder — Car Speed to 115%, Spawn Speed to 0.28s, Cash Drops to 12/car, Auto Absorb to 0.1s, ten lanes, Roll Luck to 370%, Roll Areas to MAX at ten
- • Rarity naming Rare / Exotic / Cosmic
- • The World 2, World 3 and World 4 unlock gates and their map names
- • Gacha drop percentages per rarity
- • Cash payout multipliers per rarity
- • What a percentage step, a shorter spawn interval or one extra drop does to your total income — the input the calculator multiplies
- • World station caps and per-world earning scales
- • The luck-boost behaviour applied by the roll simulator
Read it off your own HUD before you buy anything — it is the number the game shows above your character, and every payback below scales with it.
All 4 prices were read off the Upgrades panel on September 16, 2026. The panel prints no effect for any of them, so the rate change below comes from the label, not from the game.
Drop Rate (printed as Cash Drops higher up) · 1 → 2 per car
about +$1.2K/min on your $1.2K/min
cost ÷ the extra cash per minute it adds
Every Drop Rate tier, priced against your rate
Payback is a model| Tier | Cost | Income | Extra / min | Payback |
|---|---|---|---|---|
| 1 → 2 per car | $25 | +100.0% | +$1.2K | under 6 sec |
| 2 → 3 per car | $250 | +50.0% | +$600 | 25 sec |
| 3 → 4 per car | $1.5K | +33.3% | +$400 | 3.8 min |
| 4 → 6 per car | $60.0K | +50.0% | +$600 | 1.7 hours |
The payback column assumes the tier multiplies your whole lane income by its label — that a +5% speed step adds 5%, that 2s → 1.8s adds 11%, that 1 → 2 drops per car adds 100%. The panel never prints that, so treat the column as a way to compare two tiers on your own save, not as a claim about the server. When your rate has outgrown a price, payback reads as seconds and price stops being the thing that decides.
The three tracks above are the income ones
Cars Speed, Spawn Speed and Drop Rate are the only tracks that change what your lane pays. Two of them are renamed higher up the ladder — Cars Speed becomes Car Speed, Drop Rate becomes Cash Drops — which is why the panel at 80% does not look like the panel at 5%.
Absorb Radius and Auto Absorb change how fast you collect, Drive Thru Lanes change how many cars can be in the lane at once, and Roll Luck and Roll Areas change the cars you roll. None of those is priced here: their effect on income depends on how you play, so a payback number would be invented.
Where the ladder ends, as far as anyone has read
- Cars Speed — The panel prints “Cars Speed” at the start of a save and “Car Speed” once the percentage is high.
- Spawn Speed
- Drop Rate — The panel calls this Drop Rate early and Cash Drops once the count per car is high.
- Absorb Radius — The early panel prints Absorb Radius; the later one prints Auto Absorb and counts seconds between pickups.
- Drive Thru Lanes
- Roll Luck (upgraded at the roll machine)
- Roll Areas (upgraded at the roll machine)
The top of each ladder is listed with its prices on the upgrade order guide.
What the panel prints, and what it leaves out
Why the payback column is a model, and what decides it.
Three tracks move your income
Every car you place adds its own $/min, and only three tracks scale them all: Cars Speed (printed as Car Speed higher up), Spawn Speed and Drop Rate (printed as Cash Drops once the count is high). The panel shows the step and the price — “0% → 5% for $25”, “2s → 1.8s for $150”, “1 → 2 per car for $25” — and nothing else.
The payback rule
The tool divides the price by the cash the step should add in a minute: cost / (your $/min × the step). A +5% step on $1,200/min is $60/min, so a $25 tier pays back in about 25 seconds. That holds only while the step multiplies your whole lane income, which the panel never confirms.
The tracks this page does not price
Absorb Radius / Auto Absorb buys collection speed, Drive Thru Lanes buys room for another car, and Roll Luck with Roll Areas buys better cars. Each changes what you can earn without a per-tier rate you could divide into a price, so they are described on the guide instead of guessed at here. The burger windows along the order line are a ladder of their own, priced per window in cash.
See the full ladders and the window upgradesRobux passes: what the developer’s own store is selling
As listed by the developer on September 28, 2026.
Next to the cash upgrades the game also sells permanent multipliers and automation as Roblox game passes. Every name and price below is what the developer’s pass listing returned on September 28, 2026 — listing prices, not estimates.
| Pass | Robux price | Status |
|---|---|---|
x2 Money [PERM] | 3 R$ | For sale |
x4 Money [PERM] | 9 R$ | For sale |
x8 Money [PERM] | 29 R$ | For sale |
x16 Money [PERM] The listing carries no price for this one, so it cannot be bought at all right now. | — | Not for sale |
x3 Roll Luck [PERM] | 99 R$ | For sale |
x10 Roll Luck [PERM] | 399 R$ | For sale |
Speedy Roll [OP] | 149 R$ | For sale |
Auto Roll Car | 99 R$ | For sale |
Auto Equip Best Car The developer’s own description: “Places the best car from your inventory directly into the plot, without having to replace any.” | 99 R$ | For sale |
VIP [OP] | 99 R$ | For sale |
What to do with this list
The cheapest way to find out what a money multiplier does on your own save is the 3 R$ tier, and the x16 tier cannot be bought at all right now — so treat any list still telling you to buy it as out of date. The two automation passes change how much tapping you do rather than how fast the restaurant earns, and the one that has a developer description says what it does in the cell above.
What the list does not say
A pass name is a label the developer wrote, not a measured rate. The listing publishes the name and the price and nothing else: it does not say what a money multiplier multiplies, how a luck multiplier stacks with the LUCK301 window or the Roll Luck track, or whether any of it survives a rebirth. That is why no pass price or multiplier feeds the calculator above — read your own cash-per-minute before and after a purchase instead of trusting a number this site would be inventing.
Names are printed exactly as the listing returns them, brackets included — “[PERM]” and “[OP]” are part of the pass names, not this site’s shorthand. Prices are the developer’s own Roblox game-pass listing for this game, read September 28, 2026. Robux prices can change or a pass can be taken off sale without notice, so check the pass panel in-game before buying.
Calculator sources
- Roblox game-passes API — pass names and prices, September 28, 2026
- Upgrade panel, two sessions — September 15 and 16, 2026 — every tier price the calculator lists
- Upgrade panel, late save — September 21, 2026 — the top of each ladder, read with a x16 money pass active
How each claim was checked: /about/