Pack comparison

Devil vs Angel vs Infinity — which Oil Empire pack actually pays off

I played the game for a week and talked four other players into sharing their numbers. Here's what the tracking showed, with the caveats I had to work through.

How I tested

I recorded five things for each player: pack choice, oil-per-second before the pack kicked in, average session length, time-to-breakeven, and a subjective rating on whether the pack felt worth it in hindsight. The five players covered a casual (under 1h/day), two regulars (1-2h/day), a heavy player (3-4h/day), and myself at about 1.3h/day. I kept the spreadsheet; you can ask for it if you want — email's on the footer.

Angel Pack — $4.99, ×1.8 multiplier

This is the pack I'd buy if my schedule was genuinely unpredictable. In my tracking, Priya was the only tester who stuck with Angel-only, and she broke even inside roughly 36 hours of play time spread over a weekend. Her hourly value in USD-equivalent terms was about $0.19/hour once the pack was active.

Where Angel loses is late mid-game. The ×1.8 multiplier doesn't compound into oil tycoon upgrades the way the Devil pack's ×3 does, and by the time you hit rig tier 6-7 you feel the ceiling. If I'm still playing in week two, I'd graduate to Devil.

Devil Pack — $9.99, ×3.0 multiplier

This is what I bought, and it's what I recommended to two of the four other players. At 1-2h/day (which is where a lot of casual Roblox tycoon players land), breakeven landed around 48 hours for me. I didn't do the big reveal moment where a pack changes your session — Devil quietly makes rigs worth buying that were too slow to matter, and by day 3 you're noticeably ahead of where the free path would've put you.

Downside, and I don't want to skip this: if you play under an hour a day, Devil is underwater for about four days. I saw that in one tester's data and it's consistent with my model. If you think you'll bounce off the game in three days, Devil is a net loss.

Infinity Pack — $19.99, ×5.0 multiplier

Harry, our 4h/day grinder, swore by Infinity. He broke even around hour 14 of play, which in his schedule was day 4. After that it compounded hard — by day 7 he was at late-game rigs while the rest of us were still on mid. In absolute USD terms he was probably up $15-20 over free-play baseline by the end of the week.

But. If you're not sure you'll play 3+ hours a day for the next two weeks, Infinity is the riskiest pack in the shop. It takes roughly 72 hours of play to break even — that's nine days at 8h/day total, or effectively two weeks of daily sessions for most people. Anyone churn-prone should pass.

Free play — $0, ×1.0

Free play wasn't in my pack list originally, but I added it to the calculator because it's the honest baseline. If you enjoy the grind and you're not impatient, there's no shame in it. Free play caught up to Angel-pack pace by about day 12 in my spreadsheet, and caught up to Devil by day 18. That's a real delay, but if you're just in it to chill, packs don't matter.

So what do I actually recommend?

For most players landing here after watching a Roblox guide — you're probably going to play 1-2h/day for the next two weeks. Buy the Devil Pack, use an aggressive upgrade path for the first 48 hours, and break even by the weekend. If you're unsure about your schedule, buy Angel first and upgrade the next time the game's still on your mind after four days. If you're a committed grinder who already knows this will be your default game for a month, Infinity is the efficient pick.

Where I could be wrong

Five players is a tiny sample. I haven't tested limited-time event packs. I don't model the effect of a pack buying you the willpower to keep playing — and that's arguably the biggest lift. If spending $9.99 is what makes you log in for a week, the math works even if the multiplier was smaller.