Don't Steal My Eggs Speed Training: How to Gain Speed and Use It
How Speed training works in Don't Steal My Eggs: treadmills, trails, potions and multipliers, and how Speed decides egg-defense chases and morph unlocks.
Speed in Don't Steal My Eggs comes from one core action: training on a treadmill. Step on, and your animal runs in place while the Speed counter climbs the entire time you stay on. That counter then decides the game's central contest — when a thief grabs one of your eggs and sprints for the end line, you catch them only if your Speed is high enough. Catching the thief saves the egg, claims it for your base, and unlocks that animal as a morph, so training Speed is how the whole game progresses.
How Speed training works
The tutorial walks you straight into it on a fresh save (the beginner guide covers those first steps):
- Follow the prompt to the treadmill beside your base. The first one is unlocked for 10 in-game cash.
- Step onto the treadmill. Your animal runs in place and the Speed counter climbs the whole time you stay on — the game's own description pairs the two: "Train to Gain Speed!"
- Train between egg-defense rounds. The standard loop players describe is returning to the treadmill whenever a chase was too fast to win.
You know training is working because the counter visibly moves. In one documented run, an upgraded treadmill pushed Speed from 100 million to 150 million to 200 million in quick succession. One caution: a run also recorded the treadmill bugging out once and giving no Speed until the player stepped off and got back on. If your counter stalls at zero, re-enter the treadmill before assuming something else is wrong.
How to gain Speed faster
Standing on the starter treadmill is only the baseline. Treadmills form a single cash upgrade line — read aloud in a launch-week run as silver, golden, diamond, devil, desert, aqua, lava, galaxy, jurassic, frozen, sakura, hacker, balrog, magia, and finally the i2 treadmill, described as the last one (the names are transcribed from narration, so in-game spellings may differ). Each purchase raises both the Speed you can reach and how fast the counter climbs: upgrading to silver immediately yielded more speed, a player on the Magia tier noted the counter rising "a lot faster," and another described switching to the lava tier with their Speed reading about 350 million before and gaining 4.75 million per second after. Costs scale steeply — one mid-game upgrade was priced at one quadrillion and a later treadmill at 10 QA — and they're paid from pet cash, which pets generate and rebirths multiply. No Speed cap appears anywhere in the documented runs; the i2 treadmill is simply the end of the line.
Stacked on top of the treadmill line:
- Trails (Trail Shop, bought with cash) multiply Speed. The Rainbow Special Trail is labeled x3 speed; cheap entries like the green trail come early, with tiers up to the legendary yellow and the Divine Trail later.
- Training potions boost training while equipped. A train potion arrives from free playtime rewards on a new save, and the shop also stocks Training pots at 50 Robux each. One late-game run equipped several training potions alongside cash and luck potions and hit tens of trillions of Speed per second — a boosted endgame state, not a typical rate.
- Index train multipliers: after completing each boss, the inventory index grants a train multiplier that speeds up all future training.
- World upgrades: gems buy permanent upgrades per world, including a speed boost in world two, and a permanent boost station beside the shop is priced at 500 diamonds.
- Event-pass treadmills: the event pass includes demon and prestige demon treadmill rewards.
- Activatable multipliers: before a chase you can trigger temporary speed multipliers — 2x, then 4x, up to 16x and beyond — with a double-speed pack sitting on the right of the HUD. Their cost (free, ad, or Robux) isn't shown in the documented runs.
- Robux speed game passes: one run stacked passes at x64, x128, x256 and x512; see the gamepasses page for the Robux side of the game.
So treadmills are the backbone, not the whole picture — trails, potions, index rewards, world boosts and multipliers all add Speed on top.
What Speed does: the egg-defense chase
Speed's use is the Play-mode chase. A thief grabs your current egg and runs toward a visible end line; your Speed decides whether you reach them in time. Win, and you claim the thief's egg for your base and unlock the matching animal morph in the index — beating each animal lets you turn into it, from the early chicken and frog up through the ice kingdom's yeti final boss. Lose, and the run simply ends with the thief keeping the egg; players describe the thief staying just out of grasp when Speed falls short.

The loop feeds itself: morph and boss progress pays the index train multipliers, and pet cash buys the next treadmill tier — so every chase you win makes training faster.
When you need more Speed
Every stage displays a recommended Speed value, and the documented runs read out several:
| Stage or thief | Recommended Speed shown | What the runs showed |
|---|---|---|
| Frog stage, fresh save | 805 | Read as roughly 800 Speed needed |
| A later-world thief | 4T | Stated flatly as "you need 4T speed" |
| Ice Kingdom thief | 363Q | A player at 14Q went back to grinding; another run caught this thief at 118Q |
| Snowman / mammoth stretch | 12.9 QI | A player at 8.5 QA failed repeatedly, then caught the snowman after gaining more |
One wording caveat: the label beside the number can read as "strength" on screen, and one player treats it as the Speed requirement, so the exact UI wording may differ. Treat the number itself as guidance rather than a guaranteed gate — 10 trillion Speed still failed a late-world chase, yet the 363Q-recommended thief was caught at 118Q. The practical rule the evidence supports: attempt the chase, and if the thief escapes, go back to the treadmill, buy the next trail or multiplier, and retry once you're at or above the recommendation.
Boosts, costs and limits
The documented free route is cash treadmill upgrades, cash-bought trails and the training potion from playtime rewards; the speed game passes, event-pass treadmills and 50-Robux Training pots are Robux-paid. New saves and code releases often hand out free extras on top — current codes are kept on the Codes page.
A few honest limits: no Speed cap, no per-tier gain formula and no offline or AFK training appear anywhere in the documented runs. All the figures above come from launch-week sessions, and the game updates every Saturday, so treadmill prices, trail multipliers and recommended values are worth rechecking after updates — the Updates page tracks those.
Once you know what the numbers mean, the next calls are defending the eggs you've placed and pushing into new zones — see the egg protection and zone progression guides.
Related Guides
Zone Progression: Zone Order and Unlocks
The full zone order with every unlock requirement, so you always know which island to save for next.
How to Protect Your Eggs and Catch Thieves
Catch-chase mechanics explained: which thief to target, how Speed decides the chase, and how eggs stay safe.
Third Zone Guide: Ice Kingdom Unlock and Chases
Unlocking the Ice Kingdom: entry requirements, the new chases inside, and what comes after World 3.
