GTA Online Business ROI Calculator
Enter what a business costs you and what one cycle of it earns, and see when it has paid for itself — in cycles and in elapsed time.
Investing 2,400,000 GTA$. A cycle nets 200,000 GTA$ in 2 h 0 m, so it pays for itself after 12 cycles, which is 24 h 0 m of elapsed time.
One cycle returns
200,000GTA$
12 cycles
Halfway · 1,200,000
Goal
Investment recovered2,400,000 GTA$ · What you put in
Pays for itself in
24h0m
12 cycles at 200,000 GTA$ net, or 100,000 GTA$ an elapsed hour.
4 h 0 m of hands-on attention — 4 blocks of hands-on play.
Official sourcechecked Aug 29, 2026
Your scenario
What Rockstar states about this business
- It produces stock, which you sell in a sale mission.
- It is a property, bought from Maze Bank Foreclosures.
- Its supplies can be stolen rather than bought.
- Upgrade categories: equipment, staff, security.
- It holds 100 units of stock.
Everything is ahead of you, so the purchase and the upgrades both count.
What it costs you
Example figure — replace it with yours
Example figure — replace it with yours
Anything else you want counted. Cosmetic work is left out unless you put it here.
One cycle
Example figure — replace it with yours
Example figure — replace it with yours
Rockstar states that supplies for this business can be stolen rather than bought. Set this to zero and count the time instead.
Your scenario, not this week’s bonus. ToolGuild tracks no events and applies none by itself.
Time
Example figure — replace it with yours
Example figure — replace it with yours
How much of a cycle you actually spend playing. Left out entirely if you are not sure — the page never guesses it.
Your blocks of play
Only used to read your active minutes as blocks you can picture. Break-even still arrives in elapsed time.
Every figure here is one you entered. ToolGuild publishes no business price, cost, payout or duration.
How long until I can afford this?
This scenario needs 2,400,000 GTA$ up front. The Grind Time Calculator works out how long that takes at your own earning rate.
What this does
Tell this page what a GTA Online business costs to get running and what one production-and-sale cycle earns, and it works out when the business has paid for itself: how many cycles that takes, and how long that is in elapsed time. If you also tell it how much of a cycle you actually spend playing, it reads your total attention back to you in blocks of whatever length you find easy to picture.
You can hold up to three scenarios side by side. That is the comparison this page exists for — a Bunker against a Nightclub against an Acid Lab, or the same business with and without an upgrade — lined up on the same figures: what it costs to start, what a cycle nets, what that is per hour, and how long until it is even.
The three business profiles, and the one for everything else
ToolGuild ships profiles for the Bunker, the Nightclub and the Acid Lab, chosen because they work in genuinely different ways rather than because they are the three most talked about. Each profile carries what Rockstar states about how that business is structured, and the profile changes what the page asks you.
The Bunker produces stock. Rockstar states that its Supplies can be stolen through Resupply missions or bought through the Disruption Logistics Network, so the page lets you set the cost of a cycle's supplies to zero and count the time instead. It also states that a Bunker holds 100 units of stock, which is what a full sale means, and that its Business Upgrades are Equipment, Staff and Security.
The Nightclub does not produce stock in the same sense. Rockstar states that its daily income is driven by popularity and collected from the office safe, and that Warehouse Technicians accrue Goods from your Gunrunning, Biker or Special Cargo businesses. So its cycle is a stretch of elapsed time that costs very little attention, which is exactly the case where profit per elapsed hour and profit per active hour are different questions.
The Acid Lab is not a property at all: Rockstar describes it as an upgrade to the MTL Brickade 6x6, unlocked by finishing First Dose — Off the Rails and acquiring the lab equipment. There is no location to choose and no property price to enter.
There is also a custom scenario with no profile behind it, for a business ToolGuild has not profiled or for a setup of your own. It is not a fallback for a broken preset — it is the same calculator with the structural notes left off.
No profile fills in a price, a cost, a payout or a duration. Every figure on this page is one you entered, and the page says so beside the answer. Why, at length, is below.
How this is worked out
Investment, and what counts as one
The investment is what the business costs you: the property or vehicle upgrade, the performance upgrades you selected, and anything else you want counted. Cosmetic work is deliberately not part of it by default — a lighting rig does not change what a cycle earns — and there is a free field if you want to add something the page did not think of.
Break-even, in cycles and in time
A cycle nets what it earns less what it cost to run. Break-even is the number of whole cycles it takes for those nets to add up to the investment, rounded up: thirteen and a third cycles means you are not even until the fourteenth one finishes.
The page reports the elapsed time that many cycles take — when the money has actually reached you — as its headline. It also shows the pro-rata figure, the point at which value would equal the investment if profit accrued smoothly rather than landing at the end of a sale. The pro-rata number is always the smaller of the two, and reporting only that one would tell you that you had broken even before any money had arrived.
All of it is whole-number arithmetic on the integers you entered. The return on one cycle is worked out in hundredths of a percent and rounded down, so no figure here is a floating-point rounding error and none of them flatters.
Elapsed time and play time are not the same quantity
This is the distinction that makes a business ROI different from a grind. A cycle takes a stretch of elapsed time, and it costs some amount of your attention, and those two are not the same number — a business that produces over two hours might cost twenty minutes of actual play.
So the page reports profit per elapsed hour always, and profit per active hour only when you have told it what a cycle costs you in attention. It never derives one from the other, and it never guesses: say you are not sure and the active figures are simply absent.
Blocks of attention are not sittings until break-even, and the page does not say they are. Where it tells you that break-even costs four hours of hands-on play — four one-hour blocks — that is a way of reading four hours, and nothing more. Break-even arrives in *elapsed* time, and how much of that elapsed time you spend at the controls is something you know and this page does not.
The page makes no claim about what a business does while you are not playing. How much of a cycle's elapsed time passes without you is a fact about GTA Online, and ToolGuild states only what a source supports.
Buying from zero, and already owning it
These are different sums and the page keeps them apart.
Buying from zero is the ordinary case: the property, the upgrades and anything else are all ahead of you, so all of it is investment.
Already own it defaults to the honest forward-looking answer: the money you spent buying the business is gone whatever you decide next, so an upgrade's return is measured against the upgrade, not against the upgrade plus a purchase you cannot undo. Putting a sunk cost in the denominator answers a question nobody asked, and answers it pessimistically. The page shows what it set aside as sunk, so you can see it did.
If you actually want the historical view — when does the whole thing pay back, counting from the day you bought it — there is a switch for that, and the page says which one is on screen.
Comparison
Up to three scenarios sit on the same rows: investment, net per cycle, profit per elapsed hour, break-even in cycles and in time. The page highlights three things that are objectively true of the scenarios as you have modelled them — which recovers soonest, which returns most per elapsed hour, and which costs least to start — and a tie is shown as a tie.
There is no overall winner and there will not be one. Best depends on what you are optimising for, and ToolGuild does not know whether you want your money back quickly, want the most per hour, or want the cheapest way in.
Why ToolGuild publishes no business prices or payouts
Because no current first-party Rockstar source states one, and because a number copied from somewhere else would be wrong for most of the people reading it.
Rockstar's own GTA Online guides describe the Gunrunner and Nightclub Owner careers in detail — where the business is bought, how Supplies are obtained, which upgrades exist, how income arrives, how much stock a Bunker holds — and state no purchase price, no upgrade cost, no supply cost, no production duration and no sale value anywhere. The same is true of the Gunrunning and After Hours business pages, of the Rockstar Support articles on Bunker business transfer, and of the current GTAV Title Update notes, which were read on 29 August 2026 and contain no baseline business economy figure either.
A single figure would not be right even if one were published. Rockstar states that there are ten Nightclub locations to choose between, so "the Nightclub price" is not one number to begin with.
And they move, in both directions, for stated periods at a time:
Prices move. Rockstar has run a week with Nightclub Properties, Upgrades and Modifications at 40% off, and a GTA+ event period in which the Acid Lab upgrade was free of charge. A purchase price ToolGuild published on a Tuesday could be wrong by 40% on the Thursday.
Payouts move. Nightclub Sell Missions have paid 2X GTA$ with daily income tripled for a week; Bunker Sell Missions have paid 2X — 4X for GTA+ members; Acid Lab Sell Missions have paid 1.5X with Resupply and Steal missions producing double Supplies.
Production times move too. Bunker Research Speed has been doubled for a week, and acid production ran 50% faster for a GTA+ event period.
So the figures are yours. ToolGuild records every one of those bonuses as a temporary fact with the date its source stated it, and the dataset refuses to let a temporary bonus back a standing figure — that rule is enforced in code, in both the API and the calculator, not merely intended.
What ToolGuild does encode is structure, because structure is stated, is stable, and changes what the model is rather than what it multiplies: that a Bunker's supplies may be stolen instead of bought, that a Bunker holds 100 units, that a Nightclub earns daily income from popularity, that an Acid Lab is a vehicle upgrade. Those are the facts with a Rockstar page behind each of them, and they are the ones on the record.
None of that is a promise never to publish figures. It is what this page can defend today. A curated baseline, a dated layer for the weeks that change it, and your own override on top is a perfectly coherent way to model a business economy — and the dataset behind this page already separates standing facts from event facts precisely so one can be built. The day a figure can be sourced and kept current defensibly, it will appear here labelled as ToolGuild's, and you will still be able to replace it with yours.
A worked example
Say you are looking at a business that costs GTA$2,000,000 to buy with GTA$400,000 of upgrades you actually want, so GTA$2,400,000 up front. A cycle grosses GTA$300,000 and costs GTA$100,000 in supplies, so it nets GTA$200,000. It runs two hours end to end and costs you about twenty minutes of attention.
The page answers 12 cycles, which is 24 hours of elapsed time — that is the headline, and it is when the money has actually reached you. Those twelve cycles cost four hours of hands-on play, which the page reads back as four one-hour blocks, and each cycle returns 8.33%. Per elapsed hour the business makes GTA$100,000; per hour of your attention, GTA$600,000. Those two figures are six times apart, and only one of them is about your evening.
Now say you already own the business and are only deciding about the GTA$400,000 upgrade. Switch to Already own it and the investment becomes GTA$400,000, because the GTA$2,000,000 is gone whichever way you decide. Break-even is 2 cycles — four hours elapsed, forty minutes of play. The page shows the GTA$2,000,000 it set aside, so you can see what it did.
Now suppose it is a 2X week. Set the multiplier to 2× and the gross becomes GTA$600,000 while the supplies still cost GTA$100,000 — a bonus on a sale does not make the supplies cheaper — so a cycle nets GTA$500,000 and buying from zero breaks even in 5 cycles instead of twelve. The page labels that as your scenario, because it is: ToolGuild does not know what this week's bonuses are and does not apply any by itself.
Finally, drop a second scenario in beside it — a business that costs GTA$5,000,000 and nets GTA$900,000 an hour-long cycle. It takes 6 cycles rather than 12, and makes GTA$900,000 per elapsed hour rather than GTA$100,000, but it costs more than twice as much to start. Fastest to recover, most per hour and cheapest to start are three different answers, and the page gives you all three rather than picking one.
What this does not do
Every figure is yours, and the page never checks it. Enter a cycle that nets GTA$10,000,000 in five minutes and it will happily tell you the business pays for itself immediately. It is arithmetic on your numbers, not a judgement about whether they are realistic.
ToolGuild encodes no business price, upgrade cost, supply cost, production time or sale value. Not for the Bunker, not for the Nightclub, not for the Acid Lab. There is no payout table on this page and there is not one behind it.
A cycle is assumed to repeat identically. Real operation is lumpier: a sale that gets destroyed, a resupply that goes wrong, a week where you do not log in. Treat the answer as the plan a steady cycle implies rather than a promise about the next fortnight.
Elapsed time is elapsed time. The page does not claim that a business produces while you are away, or that it stops. How much of a cycle's elapsed time passes without you is something you know about your own play and the page does not.
The multiplier is a scenario you chose. ToolGuild does not know what bonuses are running this week and applies none. Setting 2× tells the page to model a 2× week; it is not ToolGuild reporting one, and it is labelled as yours everywhere it appears.
Blocks of hands-on play are a way of reading your active minutes, not a countdown of sessions. Break-even is reached in elapsed time; the block figure tells you what those cycles cost your attention, and nothing about when they finish.
The multiplier is applied to revenue only. That is deliberate and it is the honest reading of a payout bonus, but a specific event might work differently — if it also changes what a cycle costs you, put the changed cost in the cost field yourself.
The "already own it" default excludes what you already spent. That is the right basis for deciding what to do next, and the wrong basis for deciding whether the original purchase was a good idea. The switch for the historical view is there for the second question.
Cosmetic work is not modelled. Nothing about a Nightclub's lighting is in the arithmetic unless you put it in the custom startup field yourself.
Nothing here is a recommendation. ToolGuild does not rank businesses, does not have a best one, and does not think you should buy anything.
Where this data comes from
Verification detail
- Method
- Official source · Aug 29, 2026
- Cross-check
- Every structural fact on this page comes from a current Rockstar Games page — the Gunrunner and Nightclub Owner guides, the Rockstar Support article on moving a Bunker business, and the Newswire articles that introduced the Acid Lab. The claim that no first-party source publishes a business economy figure was checked against both guides and against the current GTAV Title Update 1.73 notes on 29 August 2026.
- Not used
- No business purchase price, upgrade cost, supply cost, production time or sale value — for any business — because no current Rockstar source states one, and a copied figure would be wrong outright during any of the discount or bonus periods Rockstar runs. No wiki, no community spreadsheet, no payout database and nothing from another calculator. Every temporary bonus, discount and speed boost is recorded as temporary with the date its source stated it; the dataset refuses to let one back a standing figure, and refuses a standing figure whose source does not state that exact measurement. That is where today’s evidence stands rather than a rule for ever.
Rockstar Games Support — GTAV Title Update 1.73 Notes
Supports context.no_first_party_business_economy_figures · checked Aug 29, 2026
Rockstar Games — GTA Online Guides: Gunrunner
Supports businesses.bunker.acquired-from-maze-bank-foreclosures, businesses.bunker.staff-manufacture-or-research, businesses.bunker.stock-capacity-100-units, businesses.bunker.supplies-bought-or-stolen, context.no_first_party_business_economy_figures · checked Aug 29, 2026
Rockstar Games — GTA Online Guides: Nightclub Owner
Supports businesses.nightclub.popularity-drives-daily-income, businesses.nightclub.special-orders-pay-25-percent-extra, businesses.nightclub.staff-upgrade-slows-popularity-loss, businesses.nightclub.technicians-accrue-goods-from-other-businesses, businesses.nightclub.ten-locations-from-maze-bank-foreclosures, context.no_first_party_business_economy_figures · checked Aug 29, 2026
Rockstar Games Support — Moving Your Business To Another Bunker in GTA Online
Supports businesses.bunker.upgrades-are-bought-per-bunker · checked Aug 29, 2026
Supports businesses.acid-lab.is-an-upgrade-to-the-brickade, businesses.acid-lab.unlocked-by-first-dose-and-lab-equipment, businesses.acid-lab.upgrade-temporarily-free-for-members, context.prices_and_payouts_move_weekly · checked Aug 29, 2026
Rockstar Newswire — Acid Businesses Peaking All Week Long
Supports businesses.acid-lab.sell-payouts-temporarily-boosted, businesses.acid-lab.supplies-resupplied-or-stolen · checked Aug 29, 2026
Supports businesses.nightclub.daily-income-temporarily-tripled, businesses.nightclub.properties-and-upgrades-temporarily-discounted, context.prices_and_payouts_move_weekly · checked Aug 29, 2026
Rockstar Newswire — Gunrunning Pays Dividends in GTA Online with Bunker Bonuses
Supports businesses.bunker.sell-payouts-temporarily-boosted, context.prices_and_payouts_move_weekly · checked Aug 29, 2026
How ToolGuild verifies what it publishes
Report an issue with this tool
Computed by the ToolGuild gta-online/business-roi engine, version 1.0.0, against dataset business-roi-rules version 1.
Questions people ask
Why does the page not just know what a Bunker costs? Because Rockstar has not published it, and because it is not one number: property prices vary by location, upgrades are separately priced, and Rockstar discounts properties and upgrades by as much as 40% for a week at a time. The figure you paid is the only one that is certainly true of you. That is where the evidence stands today, not a rule about for ever — if a figure can be sourced and kept current, this page will show it and still let you override it.
What is a "cycle"? Whatever one round of the business is for you — supplies in, product out, sale done — measured however you actually run it. The page does not define it, because businesses differ and so do the people running them.
Why are there two break-even times? One is when the money has actually reached you, at the end of a whole cycle. The other is the pro-rata point, which is always earlier. The first is the honest headline; the second is there because it is the figure most ROI formulas quote, and hiding it would be its own kind of misleading.
Why does the profit per hour change so much when I fill in the active-time field? Because they are different questions. Profit per elapsed hour is about the business; profit per hour of your attention is about your evening. A passive business separates them by a long way.
Does "four blocks of hands-on play" mean it breaks even after four sessions? No, and the page is careful not to say so. It means the twelve cycles cost four hours of your attention, read back in blocks of the length you chose. Break-even itself arrives in elapsed time — 24 hours in that example — and how much of that elapsed time you spend playing is something only you know.
I already own the business. Which mode should I use? The default one. It measures the return on the money you have not spent yet, which is the only money your decision can still affect. Use the historical view if you specifically want to know when the whole thing pays back from the original purchase.
Is the 2× multiplier this week's bonus? No. ToolGuild does not track weekly events and applies nothing by itself. The multiplier is a scenario you set, and every figure it produces is labelled as yours.
Does the multiplier make my supplies cheaper too? No. It multiplies revenue and leaves the recurring cost exactly where it was, because that is what a payout bonus does. If a particular event changes your costs as well, change the cost field.
My business does not break even. Is that a bug? No — it is the answer. If a cycle earns no more than it costs to run, the business never pays for itself however long you run it, and the page says that rather than printing a very large number.
Can I compare a business against itself? Yes, and it is one of the better uses of the comparison: the same business with and without an upgrade, or at 1× against a 2× week.
Are my figures saved anywhere? They are kept in this browser and never sent anywhere. There is no account, and "Start over" clears them.