Tool 11 — Free, no sign-up

How long the money lasts.

Team, tools, rent and the one-off costs everyone forgets, against the cash in the bank. Thirty-six months of projection, the month it runs out, and a CSV you can argue with.

Cash and fixed costs

Money you can actually spend. Not invoiced, not promised.
Month 1 is this month.

Team

Fully loaded monthly cost per person — salary, tax, the lot. Start and end months let you phase people in and out.

RoleCost / monthStartEnd

One-off costs

WhatAmountMonth

Money coming in

Negative is allowed, and for a premium launch it is usually the honest answer.

Funding events

WhatAmountMonth

Cash over 36 months

Cash in bank Zero line and the month you cross it
Month Calendar Costs Revenue Funding Net Cash

How it works / caveats

  1. Month 1 is the current calendar month. Everything is nominal USD; no inflation, no interest.
  2. Monthly cost = every team row active that month + the fixed costs + any one-off landing that month.
  3. Revenue starts in its start month and compounds by the growth rate every month after.
  4. Cash carries forward: cash(m) = cash(m−1) + revenue + funding − costs.
  5. Runway is the number of full months before cash first goes negative. Break-even is the first month revenue covers costs.
  6. Payroll here is fully loaded cost, not gross salary. If you entered gross salary, add 20–35% depending on your country and try again.

Revenue that arrives on a store is not cash in your bank the same month. Steam pays around 30 days after month end; mobile networks run 30–60. If the runway is tight, shift your revenue start month back by one or two and see whether the answer changes.