A mid-run player
24,000 collected · 12 items/s
Next wall is 100,000: 76,000 items left ÷ 12 = about 1 h 46 min
Enter the item count on your HUD and the items per second you actually see. This times the four walls this game is built around, names the one in front of you, and shows the division behind every number. It does not guess your rate for you.
Fill in both boxes to see your next wall and the time left to it.
The 4-Stud starter pusher stops clearing the pile: items bunch up and start bouncing sideways past your hitbox instead of going over the edge. Pusher Width 8+ Studs clears it.
Pusher widthsUpgrade prices climb faster than a hand-pushed sweep pays out, so throughput has to come from something that keeps pushing while you are not.
When to RebirthOrdinary items stop paying for the next upgrade. From here the run is fed by rare discoveries and the index rewards they unlock.
Rarity ladderThe counter stops here. What is left to chase is index completion and Rebirth Luck, not item number.
Full progressionEnter your count and rate first.
Every number here assumes you hold the rate you typed. Idling, server lag and items rebounding off the Void edge all push the real time out. The arithmetic is one division per row — remaining items divided by your rate — and nothing else is modelled.
These are the points where the run changes shape rather than round numbers picked for a table. The column that matters is the last one: the page that owns the full answer for that wall.
| Wall | What breaks | Full answer |
|---|---|---|
| 10,000Cluster-repulsion wall | The 4-Stud starter pusher stops clearing the pile: items bunch up and start bouncing sideways past your hitbox instead of going over the edge. Pusher Width 8+ Studs clears it. | Pusher widths |
| 100,000Cash-cost wall | Upgrade prices climb faster than a hand-pushed sweep pays out, so throughput has to come from something that keeps pushing while you are not. | When to Rebirth |
| 500,000Rare-item wall | Ordinary items stop paying for the next upgrade. From here the run is fed by rare discoveries and the index rewards they unlock. | Rarity ladder |
| 1,000,000Counter cap | The counter stops here. What is left to chase is index completion and Rebirth Luck, not item number. | Full progression |
One division per row, and nothing else is modelled.
For each wall, the planner subtracts the item count you entered from that wall’s target, then divides what is left by the items per second you entered. Seconds are then shown as the largest whole unit that still reads naturally — minutes, hours, or days and hours.
The target box in the planner runs the same calculation against a number you choose, which is how you time something that is not one of the four walls. The two reported pace buttons only fill in the items-per-second box; they are player-reported anchors, not game constants, and they never override a rate you typed yourself.
24,000 collected · 12 items/s
Next wall is 100,000: 76,000 items left ÷ 12 = about 1 h 46 min
0 collected · 1.5 items/s
To 1,000,000: 1,000,000 ÷ 1.5 = about 7 d 17 h (the reported hand-pushed pace)
500,000 collected · 45 items/s
To 1,000,000: 500,000 ÷ 45 = about 3 h 5 min (the reported Conveyor pace)
Each of these pages is the owner of its own question; this page only times it.
Read the collection counter on your HUD, wait a fixed interval — thirty seconds is enough — and read it again. Subtract the first number from the second and divide by the seconds you waited. Enter that figure without rounding up; the planner only projects the rate you give it.
The planner holds your rate perfectly steady for the whole run. Standing still, dying, server lag, and items rebounding off the Void edge all stop the counter while the clock keeps running, so the real finish is always later than a rate held flat.
They are the points where the run changes shape: 10,000 is where a narrow pusher stops clearing the pile, 100,000 is where Cash upgrade prices outrun manual sweeping, 500,000 is where ordinary items stop paying for the next upgrade, and 1,000,000 is where the counter stops. Each row links the page that covers that wall in full.
No. It models nothing about your build. It takes the rate you measured in your own session and does one division per row. If you change your build, the number that changes is the rate you type, not anything the planner assumes.
Entirely the rate. The reported anchors are about 1.5 items/s pushing by hand, which is roughly 185 hours, and about 45 items/s on a Conveyor build, which brings the same target inside a single working session.
Checked againstIn-game code checkCommunity and field researchSite research notesOfficial Roblox listing· 2026-09-27