GTA Online Business Profit Calculator
Compare profit per hour and payback time across every GTA Online business in one table — with upgrades, a buy-or-steal supply toggle, and a choice between local and out-of-Los-Santos sales.
How we calculate
For the Bunker, Cocaine Lockup, Meth Lab, Counterfeit Cash Factory and Weed Farm, profit per cycle = sell price minus supply cost. Sell price and cycle time both depend on the Equipment/Staff Upgrade: without it the cycle runs longer and the batch sells for less. The source prints the full-batch price for selling OUTSIDE Los Santos; we obtained the local price by dividing by 1.5. The ratio comes from the one place where the source gives both prices — the base bunker ($7,500 per unit LS versus $5,000 local).
The Acid Lab works the same way (sale minus supplies, cycle time set by the Equipment Upgrade), but with no out-of-Los-Santos multiplier — the source gives no separate premium price for acid, so we don't invent one. The Nightclub is different: profit per hour = safe income driven by club popularity (converted from an in-game day to a real hour) plus the warehouse technicians' net income (after Tony's 10% cut). A Nightclub has no 'cycle' in the same sense, so the per-cycle column is hidden for it.
Steal mode zeroes out the supply cost, but we do NOT model a number for how much longer stealing takes — sources give no exact minutes, so instead of a made-up figure we surface that as a note under the result. Payback time divides the business's full cost (purchase plus the upgrades you picked) by profit per hour.
Sources
checked 1 September 2026
- GTABoss — Bunker business guide
- GTABoss — Cocaine Lockup business guide
- GTABoss — Meth Lab business guide
- GTABoss — Counterfeit Cash Factory business guide
- GTABoss — Weed Farm business guide
- GTABoss — Document Forgery Office business guide
- GTABoss — Acid Lab business guide
- GTABoss — Nightclub business guide
- GTABoom — тривалість ігрової доби GTA Online
Questions and answers
Which is more profitable — the Bunker or a drug lab?
Check the comparison table: at matching settings (everything upgraded, buying supplies, selling outside Los Santos) the Cocaine Lockup earns more per hour than the Bunker, and a Nightclub with upgraded technicians beats every cycle-based business put together.
Does this account for how much longer stealing supplies takes?
No. Stealing zeroes out the supply cost, but sources do not say how many extra real minutes it takes — we do not invent that figure, we only surface a note about it.
Where does the ×1.5 outside-Los-Santos multiplier come from?
Almost everywhere the source prints only the outside-Los-Santos full-batch price (Cocaine Lockup — $525,000 upgraded versus $405,000 without, Meth Lab — $446,250 versus $344,250, and so on). It gives both prices in exactly one place: the base bunker, “$7,500 per unit LS, $5,000 local” — exactly ×1.5. We applied that ratio in reverse to obtain the local prices of the other businesses. So the outside-Los-Santos figure in the calculator comes from the source, while the local price is derived — and a note under the result says so.
Is the Nightclub GTA$ 250,000 safe cap accounted for?
No, and that is called out directly in a note under the result: the calculator computes net income per hour without modeling that the safe fills up and has to be emptied by hand.
Which numbers come from the source and which are derived?
Straight from the source: the outside-Los-Santos full-batch price at both upgrade tiers, the buy-in and upgrade prices, supply costs and cycle times. Derived by us: every local price except the bunker base price ($5,000 × 100 units, straight from the source) — obtained by dividing by 1.5. The data records this in the sellLocalProvenance field, and the interface shows a note under the result.
Unofficial tool. Not affiliated with Rockstar Games / Take-Two Interactive.