Steal An Egg Pets & Rarity

Four rarity layers, one income loop, and the two things money buys.
Last checked October 20, 2026MechanicsRoblox simulation tycoon
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Steal An Egg's description ends on rarity, and it names four separate layers rather than one: "Discover rarer eggs, pets, sizes, and mutations". That single line is the whole collecting system, and it explains why two players holding the same pet can still be holding very different things.

Where this page comes from: the four rarity layers, the hatching line and the income line are quoted from the official description, read through the Roblox API on October 20, 2026. We have not played the game. The developer publishes no drop rates, no multipliers and no species list, so this page describes structure rather than values.

Four Layers, Not One

Most collection games run a single rarity ladder. This one stacks four properties on the same object, and the description lists them in ascending order of how hard they are to see:

Illustration of a cracked egg with a pet emerging beside copies of the pet at three sizes and one mutation variant
Original illustrationEggs layer several things at once: pet, rarity, size, and mutation, per the developer description. Our comparison rendering — not a screenshot.
  • Eggs. The container. Rarer eggs are the gate — what you can hatch is limited by what you can find or take.
  • Pets. What comes out. The species inside an egg is the layer most players track first.
  • Sizes. A property of the pet, not of the species. Two of the same pet are not the same item.
  • Mutations. The rarest layer, and the one that turns an ordinary result into an outlier.

Because the layers multiply rather than replace each other, the description's word "discover" is doing real work. You are not working up a list; you are looking for a combination.

How Pets Turn Into Money

"Earn money from your pets" is the shortest line in the description and the one that sets the loop's tempo. Pets are not trophies that sit in a list — they produce currency while you do something else, which is why the collecting layer and the economy layer are the same system.

That has a consequence worth stating plainly: a rarer pet is not just a better collection entry, it is a better income source. The description does not separate the two, and neither should the way you read it.

The Two Things Money Buys

The description names exactly two purchases: "Upgrade your treadmill and base." Nothing else in the text is described as something you spend on. The treadmill feeds Speed, which decides theft outcomes; the base is the plot those upgrades sit on. So every coin in the game eventually resolves into one of two questions — can I take eggs faster, or can I hold more of what I take.

Which of the two a player favours is a judgement the developer never makes. The description lists them in one line and leaves the split to you.

What Is Not Published

The description gives no species count, no drop rates, no size tiers, no mutation list, and no income figures per pet. Any page that prints those numbers is printing something the developer did not publish, and we are not going to restate them as fact. What this page can give you is the shape of the system and the order the developer put its layers in — that part is quoted, not inferred.

Official Channels

First-party links, no nofollow:

Update Rule

We do not publish a drop rate, a multiplier or a tier order that the developer has not published, and we do not present a community guess as a value. This page records the structure the description states, the date we read it, and where the evidence stops.

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