Supercar Rarity Tiers & Roll Odds
A modelled view of how Drive-Thru Empire supercar tiers relate to drop chance and order payout. Higher tiers order bigger meals, and the official game description names rare, exotic and cosmic cars specifically. The numbers below are our model, and the vehicle names are generic examples.
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
Gacha Roll Luck Modifiers
Toggle the bonuses you have active. The weighting is our illustrative model — the developer does not publish the size of either bonus.
Common-tier city car
Generic example of the lowest tier. Ordinary commuter traffic paying base ticket prices.
Rare-tier sports coupe
Generic example of the rare tier named in the official game description.
Mid-tier performance car
Generic example of a mid-high tier. This tier label is a community model, not an official name.
High-tier supercar
Generic example of a high tier. This tier label is a community model, not an official name.
Exotic-tier car
Generic example of the exotic tier named in the official game description.
Cosmic-tier car
Generic example of the cosmic tier named in the official game description. The top tier the game advertises.
Real cars, with what their card showed
Every tier entry above is a placeholder. These are real car names read off the game's own car cards in five recorded sessions, with the per-minute figure and the purchase price each card showed at that moment. A card's numbers move between builds, lane levels and saves — Homeless cost nothing in one session and $10 in another, and Family was read at $40/min for $200 in one session and $140/min for $400 in another — so use these to judge the shape of the ladder, not as a price list for your own save.
| Car | Rarity on the card | Rate shown | Purchase price | Read in |
|---|---|---|---|---|
| Mater | Common | $2/min | free | September 21, 2026 |
| Homeless | Common | $5/min | free | September 21, 2026 |
| Homeless | Common | $5/min | $10 | September 22, 2026 |
| Family | Uncommon | $40/min | $200 | September 21, 2026 |
| Family | Uncommon | $140/min | $400 | September 19, 2026 |
| Slick | Uncommon | $75/min | $500 | September 21, 2026 |
| Taxi | Uncommon | $20/min | $100 | September 16, 2026 |
| Trendy | Rare | $100/min | $1.5K | September 21, 2026 |
| Ice Cream | Rare | $225/min | $7.5K | September 19, 2026 |
| Ice Cream | Common | $225/min | $7.5K | September 21, 2026 |
| Golfer | Rare | $275/min | $12.5K | September 22, 2026 |
| Tesla | not shown | $450/min | $50K | September 21, 2026 |
| Futuristic | Legendary | $6.5K/min | $20M | September 19, 2026 |
| Fishman | Legendary | $10,000/min | $40M | September 22, 2026 |
| Royal | Mythic | $27.5K/min | $750M | September 19, 2026 |
The game's own collection screen, the Index, counted 109 cars in a September 21, 2026 session while reading 6% complete, 7 of 109 discovered. Its tabs carry variant multipliers — Normal · Diamond ×2 · Radioactive (multiplier cut off on screen) · Gold ×1.5 · Rainbow ×3 · Galaxy ×8 — so the same name can be worth several times more in another variant. Names visible on that screen included Aero Pod, Twinfin Coupe, Delivery, Mars Rover, Trailblazer Buggy, Crater Driller, Atlas Moon Crawler, Motorcyclist, Petal Glider, Trident Pursuit.
Where two readings of one card disagree, both are printed instead of the newer one replacing the older. Ice Cream is the clear case: two sessions read its name plate as Rare and one read it as Common, all at the same $225/min and $7.5K, and no source explains the difference — a variant tag on the card is the likely one, but nothing read so far confirms it. The model above also has no Uncommon tier even though the game prints one on Family, Slick and Taxi cards, and late cards add Mythic and Secret; those tiers are named here and given no odds, because odds nobody has read would be this site inventing numbers.
Fifteen card readings and a dozen Index names are a sample, not the roster: no complete list of the game's cars is published anywhere, so none is published here either, and the cars already in your own lane are the list that applies to your save. For which of the numbers on this site are observed and which are estimates, see the upgrade order and rebirth guide.
How Supercars Multiply Your Earnings
The synergy between drive-thru stations and car rolls.
In Drive-Thru Empire, you do not race the cars — customers arriving in the cars you have unlocked order from your drive-thru. The official description states that serving high-tier cars is what scales your earnings, and it names rare, exotic and cosmic cars as the tiers to roll for.
The multiplier figures used on this page (1x up to 1,500x) are our own model for comparing tiers, not published server values. Use them to understand the direction of the curve, not as exact rates.