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Live pace tool

Clean the Supermarket Speedrun Calculator: Pace to Each Badge

Fill in your progress, get a projected clear time and see how close your current pace puts you to Clock Chaser, Quick Stepper, or Speed Runner.

Last updated 2026-06-28 · By Jim Liu

Fill in both fields to see a projection. Nothing here submits or saves anywhere, it just does the math in your browser.

What this does and does not know: it takes the pace you report and assumes it holds steady for the rest of the run. It does not know your upgrades, your route, or whether you are about to take a break. Treat the number as a projection, not a promise.

Not sure which upgrade to buy first? The how to play guide covers the three upgrade categories that are actually corroborated.

How the Clean the Supermarket speedrun calculator works

Two numbers in, one honest projection out.

The calculator divides your percent complete by your minutes played to get a pace, percent cleared per minute. It then asks how many minutes it would take to reach 100% at that same pace, and checks that projected total against the three timed badge thresholds. If you are short of a badge, it also works out how many extra percent per minute you would need to add to clear it.

That is the whole calculation. It does not know your upgrades, your route, or the game's internal item spawn logic, because none of that is published anywhere. What it knows is arithmetic on the two numbers you typed, held steady across the rest of the run. Longer sessions give a steadier pace estimate than a couple of rushed minutes right after loading in.

The three timed badges, and how many players have each one

Real award counts from the game's own Roblox badge data, not an estimate.

BadgeTime limitPlayers who have itBest for
Clock ChaserUnder 3 hours903,045Most first-time full clears that keep moving
Quick StepperUnder 2 hours326,123Players who batch carries and skip backtracking
Speed RunnerUnder 1 hour10,676Dedicated speedrun attempts with upgrades already bought

Full badge list, unlock text, and the four progress badges are on the badges page.

Why carry capacity beats movement speed for your pace

The math behind the calculator's pace number, applied to upgrade order.

Your pace in this calculator is percent cleared per minute, and that number moves for exactly one reason: how many items you sort per trip and how long each trip takes. Carry capacity raises items per trip directly, so it should show up in your pace almost immediately after you buy it. Movement speed only shortens the walk, which matters more once your carry is already comfortable and standing around deciding where to walk is your real bottleneck.

Neither upgrade has a published cost or exact effect size, so the calculator cannot bake either one into a forecast ahead of time. What you can do is run the numbers before and after a purchase, using your own minutes and percent complete, and read the pace change directly instead of guessing at it.

Example pace scenarios

These are sample calculator outputs, not a promise about your run. Your own pace will move around as you play.

Early session

Steady starter

10% complete, 20 minutes in

Projects to about 3h 20m. None of the three speed badges are in range yet.

This is where most first shifts land before any upgrades are bought.

After carry capacity

Mid-run pickup

30% complete, 25 minutes in

Projects to about 1h 23m. Clock Chaser and Quick Stepper both clear, Speed Runner is close.

The kind of jump a bigger carry limit tends to produce once it kicks in.

Dedicated run

Speedrun attempt

50% complete, 22 minutes in

Projects to about 44m. All three speedrun badges clear at this pace.

Only about 10,676 players have actually held this pace to the finish.

Public gameplay videos back this range up loosely: reported full clears run from about 3 hours on the fast end to close to 5 hours on the slow end, with one recorded session landing at 4 hours 39 minutes. Treat those as anecdotes from other players, not a benchmark for your own run.

What this projection does not know

Being upfront about the gap between arithmetic and an actual playthrough.

A pace held steady for one run rarely stays steady for a whole run. Early minutes are often slower while you are still learning item categories, and later minutes can speed up once carry capacity is bought or slow down again once you hit the far aisles you have been avoiding. The calculator has no way to see any of that, it only extends the one ratio you gave it.

It also cannot see upgrade costs, since none are published anywhere, and it cannot see co-op play, since a squad's combined pace is not something a single percent and a single minute count can capture. Use it as a rough check on where you stand, not as a countdown clock you can trust to the minute.

What's sourced, and what's our own model

Straight from the game. The badge list (all eight, with their exact unlock text and award counts) comes from the game's public Roblox badge data. The controls table comes from the developer's own game description. There are no codes — none have been issued — so the codes page tracks rather than lists.

Our own model. Which category each grocery item belongs to is ourgrouping — like goes with like, dairy with dairy. It is not an in-game shelf map, because no shelf map exists. We previously published invented aisle codes (A1-A10), shelf colours and a route planner built on them; all of it has been removed rather than left up with a caveat.

Frequently asked questions

How is Clock Chaser different from Speed Runner in Clean the Supermarket?

They are the same task, three different time limits. Clock Chaser needs a full clear under 3 hours, Quick Stepper under 2 hours, Speed Runner under 1 hour. All three come from clearing the same 1,000+ item store, so Speed Runner is not a separate challenge, it is the same run done much faster. Award counts show the gap: about 903,045 players have Clock Chaser against roughly 10,676 for Speed Runner.

Does buying carry capacity or movement speed change this projection?

Yes, indirectly. The calculator does not know your upgrades, it only knows the pace you report. If you buy carry capacity partway through a run, your percent-per-minute pace should climb, and re-entering fresh numbers after the purchase will reflect that. There is no published cost or effect size for any upgrade, so the tool cannot predict the jump in advance, it can only measure it after you report a new pace.

Is the 1,000+ item count exact?

No, and the tool does not pretend otherwise. The developer's own description says 1,000+, which is why the store size field defaults to 1000 but can be adjusted. The badge thresholds (3 hours, 2 hours, 1 hour) do not depend on the exact count, only the percent-complete math does, so the projected time is more reliable than the items-remaining estimate.

Can a co-op squad beat the projected time?

Almost certainly, but this calculator only models a solo pace. If you split zones with friends (front A1 to A5, back A6 to A10), your team's combined percent-per-minute is higher than any one player's, and there is no clean way to enter that here. Run each player's own numbers separately if you want a rough per-player pace instead.

What if I have not played a full session yet?

Use whatever you have. Even 10 minutes of play gives a real percent-complete and a real elapsed time, and the projection is just that ratio held steady. It gets less reliable the shorter your sample is, since a couple of lucky or unlucky minutes swing the pace more when there is less data to average against.

Does this calculator save or send my numbers anywhere?

No. The math runs in your browser when you type, and nothing is stored or transmitted. Refreshing the page clears the fields.

Written by Jim Liu, a Roblox fan who builds free reference tools for new and returning Clean the Supermarket players. More about the author.

Badge thresholds and award counts read from the game's public Roblox badge data (universe 10334731049) on 14 July 2026. Fan-made guide, not affiliated with Roblox or the game developer.