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.
The link carries everything you typed. Nothing is sent to us.
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
- Month 1 is the current calendar month. Everything is nominal USD; no inflation, no interest.
- Monthly cost = every team row active that month + the fixed costs + any one-off landing that month.
- Revenue starts in its start month and compounds by the growth rate every month after.
- Cash carries forward: cash(m) = cash(m−1) + revenue + funding − costs.
- Runway is the number of full months before cash first goes negative. Break-even is the first month revenue covers costs.
- 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.