Plan a session

Every input is your own measurement. Nothing on this page is a published game value, because the game publishes none of these eight numbers.

See the worked example
Session result
32.0carried speed
WINYou clear the rival's speed while carrying.
0speed surplus
0.0training minutes to win
20race cycles in session
20winnable cycles
3,600,000projected session Cash
1,400,000Cash short of upgrade
11.7income minutes to close it

Race now, carrying. You already clear the rival's speed with an egg in hand, so every cycle in this session is winnable — bank the eggs and keep the carry penalty from growing with a heavier egg.

What this planner measures

Most speed calculators answer "how fast am I?". That is not the question Race for Eggs asks. The game's own description sets out a loop — train to gain speed, win races to earn eggs, use pets to earn Cash — and the race step is run while you are carrying an egg. Carrying costs you speed. So the number that decides whether you win is not the one on your stat page; it is what is left of your speed once the egg is in your hands.

That gap explains a situation most players hit early: you can finish a course comfortably with nothing in your hands, and lose the same course the moment you try to bank an egg from it. It is also why "just train more" is incomplete advice. Training raises the ceiling, but until your carried speed clears the rival's, every race cycle you spend is a cycle you lose, and a lost cycle costs the same time as a won one.

So the planner answers four linked questions with one set of inputs: does your carried speed win this course right now, if not how many training minutes inside this session would fix that, how many winnable cycles fit in what is left of the session, and how far is your session income from the upgrade you are saving for. It supplies arithmetic only. Every number it uses is one you measured, because the developer publishes no speed values, no carry penalties and no prize table.

The formulas, published verbatim

These are the exact expressions from src/lib/planner.js, the same module the build uses for the table below. Nothing is hidden in a minified script.

Carried speed: carriedSpeed = bareSpeed × (1 − carryPenaltyPct ÷ 100)

Speed gap: gap = rivalSpeed − carriedSpeed

Verdict: WIN when gap ≤ 0 · CLOSE when carriedSpeed ≥ rivalSpeed × 0.95 · otherwise NOT YET

Training minutes to win: gap ≤ 0 ? 0 : gap ÷ speedPerMinute

Cycles in session: floor(sessionMinutes × 60 ÷ secondsPerRace)

Racing minutes: sessionMinutes − trainingMinutesToWin (0 when you already win)

Winnable cycles: floor(racingMinutes × 60 ÷ secondsPerRace), or 0 while the verdict is NOT YET

Projected Cash: sessionMinutes × cashPerMinute

Upgrade gap: max(0, upgradeCost − projectedCash)

Minutes to close the gap: upgradeGap ÷ cashPerMinute

iAssumptions this model makes

You win exactly when your carried speed meets or beats the rival's. Training and racing cannot overlap, so training minutes come out of the session first. Pets keep earning at your visible rate for the whole session, including while you train. And the model assumes you can hold your training rate for the whole session, which is optimistic for a long one. These are modelling choices, not game facts.

Worked example

Built at build time by running the module above on the widget's default inputs. The inputs are illustrative round numbers, not game values.

Bare speed
40
Carry penalty
20%
Carried speed
32.0
Rival speed
30
Verdict
WIN
Speed surplus
2.0
Training minutes
0.0
Race cycles in 30 min
20
Winnable cycles
20
Projected session Cash
3.6M
Upgrade cost
5M
Minutes to close the gap
11.7

Read it as a shape rather than a promise. With a bare speed of 40 and a 20% penalty, you race at 32.0 — still ahead of a rival at 30, so nothing needs training and every cycle in the session is winnable. Drop the bare speed by five, or raise the carry penalty to 30%, and the same course flips to NOT YET and the planner spends part of the session on training instead. That flip is the thing worth understanding: it happens on the carried number, and the carried number moves for two different reasons.

How the answer moves with your training rate

The same session, but aimed at a course you cannot yet win: rival speed is raised to 38, which is above the carried speed of 32.0. Everything else stays at the defaults, and only speed gained per training minute changes. All five rows are computed at build time from the same module.

+0.25 speed/min
24.0 min to win · 4 winnable cycles
+0.5 speed/min
12.0 min to win · 12 winnable cycles
+1 speed/min
6.0 min to win · 16 winnable cycles
+2 speed/min
3.0 min to win · 18 winnable cycles
+4 speed/min
1.5 min to win · 19 winnable cycles

The rate is the input most players never measure, and it is the one that decides whether a session is enough. Doubling your training rate does not halve the session you need in a straight line — what matters is whether the required training minutes fit inside the session at all once you have subtracted them from the racing time.

Zone speed thresholds: what exists and what does not

The column everyone wants — the speed each zone requires — has never been published. What the game does publish is badge clear rates, so here is the real progression signal next to the empty column we refuse to fill in.

T-Rex
48% of badge holders · 665,670 awarded · Official
SPHINX
17.9% of badge holders · 225,891 awarded · Official
MAMOTH
0.6% of badge holders · 6,168 awarded · Official
Speed required
Not published for any zone · Unknown

Clear rates come from the Roblox badges API, checked 2026-09-25. They are a proxy, not a difficulty rating: MAMOTH sits at 0.6% against 48% for T-Rex, which tells you how few players get that far, and nothing at all about the speed you need to do it. That is exactly why the planner asks you for a rival speed instead of shipping a table of invented thresholds.

How to measure your own inputs

Bare speed. Read it from your stat page with nothing in your hands. Note it on a fresh session too, because some of these values move after a rebirth.

Carry penalty. Pick one route and one starting point. Run it empty-handed, note the time. Then run it carrying the egg you actually race with and note that time. A few repetitions and the middle result is a better estimate than a single pair. Express the difference as a percentage and enter that: the planner takes a percentage because that is the shape the penalty has.

Rival speed. You do not need a number for the rival, only a decision rule. Race the course once and see whether you won. If you won comfortably, raise the figure you entered until the verdict turns CLOSE — that is roughly the speed you are actually beating. If you lost while carrying but win empty-handed, you have bracketed the rival between your carried and bare speeds.

Speed per training minute. Time a fixed training window, note your speed before and after, and divide the change by the minutes. Do it twice, because the first session of a day often differs from the second.

One race cycle. Time it end to end, from leaving the start to being ready to race again, including the waiting and the walk back. Players routinely underestimate this by a third.

Cash per minute. Watch the visible figure with your pets placed and nothing else happening. That is the number the projection uses; it is not a race prize.

Next upgrade cost. Read it off the shop tile. If the tile shows a price you cannot afford yet, that is still the number to enter.

Five mistakes this planner is built to catch

1Using your bare speed as the racing numberThe stat page shows what you run at empty-handed. Races are run while carrying an egg, and carrying costs you speed, so every decision in the planner hangs off the carried figure instead.
2Assuming the carry penalty is the same for every eggWe have no published penalty per egg. Measure it for the egg you actually race with — a heavier or rarer egg may cost you more, and the planner takes whatever percentage you measured.
3Training and racing in the same minuteThe planner spends training minutes first and races with what is left, because you cannot do both at once. A session that looks comfortably long enough can fall short once the training time is taken out of it.
4Racing a course you cannot yet winA race you lose still costs you the cycle. Losing repeatedly is strictly worse than training through the session and winning the next one, which is the verdict the planner is built to give you.
5Confusing projected Cash with race winningsProjected Cash in this planner is your pets earning at your own visible rate over the session. It is not a race prize, because the game publishes no prize table — so treat it as your baseline income, not as a reward for winning.

Race for Eggs Race Carry Planner: common questions

What does the Race Carry Planner actually measure?

Whether your carried speed beats the course rival, how many full race cycles fit in your session once training time is subtracted, how many training minutes you still need, and how far your session income is from your next upgrade. Every input comes from you; the planner supplies the arithmetic, not the game's numbers.

Why does carrying an egg change the answer so much?

Carrying an egg slows you down — that is the mechanic the whole planner is built on. With a 20% penalty, a bare speed of 40 races at 32. A player who clears a course empty-handed can be short of the same rival while carrying, which is why the bare speed on your stat page is the wrong number to plan with.

Does Race for Eggs publish the speed each zone needs?

No. The developer has never published speed thresholds for any zone, so this site will not print one. What the game does publish is badge clear rates, which tell you how far the player base gets even though they say nothing about the speed required. Measure your own course rival in-game and enter it.

How do I measure my carry penalty?

Run the same route twice from the same start — once empty-handed and once carrying the egg you race with — and compare the times, or compare how many cycles you fit into a fixed number of minutes each way. Repeat it a few times and take the middle result, and note that the penalty is per egg type, so measure the egg you actually race with.

Why is projected Cash based on my pets and not on winning?

Because the game publishes no race prize table. Pets are the Cash engine the official description names, and your own visible Cash-per-minute is the only income figure that exists. Projecting from it is honest; inventing a prize value per win would not be.

What do WIN, CLOSE and NOT YET mean?

WIN means your carried speed already meets or beats the rival's. CLOSE means you are within 5% — worth attempting, not dependable. NOT YET means you are short, and the planner tells you how many training minutes inside this session would change that, if the session is long enough.