Grow a Chicken Fighter Calculators
Two small planning tools for Grow a Chicken Fighter: a farm income estimate and a Rebirth multiplier preview. Under each tool we show the exact formula it uses, the assumptions it makes, and how we measured the inputs — so the number you get is a decision aid, not a magic guess.
🐣 Farm Earnings
🔄 Rebirth Multiplier
How the Farm Earnings formula works
The earnings estimator is deliberately simple on purpose:
earned = moneyPerSecond × seconds
It is a straight rate×time projection. That is the honest way to use it: it does not pretend to model every multiplier and boost stack, because those compound differently across builds. Where it helps is comparing relative outcomes — "if I triple my money-per-second, where does a 30-minute run land?" — which is the comparison that matters when you are deciding between two upgrade paths rather than trying to predict an exact bank balance.
To get the moneyPerSecond input, run the game for a timed minute at your current setup, note the total, and divide by 60. Doing it in-game for your own build is far more accurate than using one of the generic figures floating around in community lists, because your active chickens, boosts and offline income all change the rate.
How the Rebirth multiplier formula works
The Rebirth tool answers one question: how many Rebirths your current cash allows, and what multiplier that buys you.
possibleRebirths = floor(money / baseCost)
nextMultiplier = 1 + bonusPerLevel × possibleRebirths
baseCost is the current cost of one Rebirth in your game and bonusPerLevel is how much the multiplier goes up per Rebirth level in your version. Both change between updates, which is why they are your inputs rather than fixed numbers — the tool is only as accurate as the two values you put in. The floor() matters: you cannot buy a fraction of a Rebirth, so leftover cash is ignored.
What these calculators assume (read this before planning)
- No boost stacking: the farm tool assumes a flat rate; active 2x/egg-drop or offline boosts will make reality higher than the estimate.
- Cost can scale: if your game raises the Rebirth cost per level, the flat
bonusPerLevelinput slightly overstates later levels — treat the output as a "first-session" figure. - Version drift: the multiplier curve and costs change on patches. Confirm
baseCostandbonusPerLevelin your current version before relying on any plan.
We keep both tools open-source in spirit: the formulas above are the literal code every request runs, so there is nothing hidden in the answer.