+1 DMG FPS Damage Calculator
How the math works: the game's own rule says every hit grants +1 DMG, so damage is a simple accumulation — per-shot damage × fire rate × time, optionally multiplied by your rebirth boost. Anything the game does not publish (gun stats, rebirth numbers) is an input you control, never a guess we made. Grounding re-checked 2026-10-30.
Damage growth simulator
DMG gained in a 10-minute session
1,800
1 dmg × 1× rebirth × 3 shots/sec
Time to reach 10,000 DMG
56 minutes
≈ 10,000 shots
What the verified facts give you
- WELCOME code = 5,000 DMG instantlyVerified
- Upgrading +1 → +67 per shot is 67× faster at the same fire rateOfficial art
Interpretation: at 3 shots/sec with +1 DMG per shot, a 10-minute session adds 1,800 DMG; 10,000 DMG takes 56 minutes. Where to spend that damage next: gun framework · medals & rebirth guide
What the math is grounded in
CheckedThe +1-per-hit rule
The official description states it directly: "Shoot enemies to gain +1 DMG". Damage is cumulative — "Get stronger with every hit" — so session damage is per-shot damage × hits, and nothing else needs to be modeled.
Source: Official
The +67 gun example
Official game art shows an upgraded crystal AK-style rifle adding +67 per shot against the starter pistol's +1. At the same fire rate, that is a 67x jump in damage-per-minute — the whole reason gun unlocks matter more than anything else in the early game.
Source: Official (game art)
The WELCOME code shortcut
The WELCOME code grants 5,000 Damage instantly (multi-source verified). At +1 per shot that equals 5,000 landed hits — several hours of early grinding skipped in one redemption.
Source: Tracker sites
Rebirth as a multiplier input
Rebirth exists and promises "HUGE power boosts" (official description). The exact multiplier is the developer's secret, so the calculator takes your rebirth boost as an optional input you read from your own screen instead of guessing it for you.
Source: Official + user input
Worked examples (with the arithmetic shown)
Checked| Scenario | Inputs | Arithmetic | How to read it |
|---|---|---|---|
| First 10 minutes, starter pistol | +1 / shot · 3 shots/sec · 10 minutes · no rebirth | 3 × 60 × 10 = 1,800 hits → 1,800 DMG | Enough to feel the loop, nowhere near the mid-game. Redeem codes instead of grinding this out. |
| Same session after WELCOME | WELCOME code redeemed · +1 / shot · same 10 minutes | 5,000 (code) + 1,800 (session) = 6,800 DMG | The code alone is worth roughly 28 minutes of shooting at starter fire rate — redeem it before anything else. |
| After a +67-class gun unlock | +67 / shot · 3 shots/sec · 10 minutes · no rebirth | 3 × 60 × 10 × 67 = 120,600 DMG | Same hands, same session length, 67x the growth — gun unlocks are the biggest multiplier you control. |
| With a rebirth boost (your input) | +67 / shot · 3 shots/sec · 10 minutes · ×2 boost example | 120,600 × 2 = 241,200 DMG | The ×2 here is an illustration, not a game value — read your actual boost from your screen and enter it above. |
Table source: the official +1-per-hit description rule, the +1/+67 per-shot values from official game art, and the WELCOME reward verified across four trackers (Roblox Den re-read; GameRant updated 2026-10-01; urgametips updated 2026-10-11; KodeGG read 2026-10-30). Checked 2026-10-30.
What this tool does and does not assume
Grounded in official facts
- Every hit = +1 DMG (official game description)
- Starter pistol +1 / shot, crystal rifle +67 / shot (official game art)
- WELCOME = 5,000 DMG instantly (verified code reward)
- Rebirth exists and boosts power (official description)
Deliberately not assumed
- Rebirth requirements or boost multipliers — your input, labeled optional
- Real gun list stats — enter the value your gun shows in-game
- Medal rates — not modeled (unknown)
- Enemy HP — not modeled (unknown)
Result: the numbers are only as honest as your inputs — and every input is one you can read from your own game session. When the developer publishes official gun stats or rebirth numbers, we will hard-code them with a source. See our verification method.
Reading the results like a player
- Time-to-target is a planning tool, not a promise. It assumes you keep firing at the rate you entered. Real sessions include reloading, walking between spawns, and pushing into new areas — treat the result as the best-case floor for your session.
- Per-shot beats everything early. The +67 gun example multiplies every future hit, while fire rate only scales linearly. If you are choosing between grinding more minutes and saving medals for the next gun, the gun usually wins — that is exactly the comparison the simulator shows.
- Enter your own rebirth multiplier. The boost field exists because the formula is the developer's secret. Reading the number off your own screen keeps the output honest — and if your screen shows none yet, redeem REBIRTH or RELEASE for a free one. Codes list.