1. Read current progress
Use the visible in-game value before starting the sample.
Choose a target, measure your current brushing pace, and estimate a realistic session — the method, the math, and a worked example below, with no guessed game constants.
A session plan is one division: minutes available × brushes per minute × progress per brush = the meter movement a realistic session can deliver. Both rate inputs come from your own 60-second sample, taken on the cat you intend to brush — the game documents no official rates, so your sample is the honest one. Set the target, play the session, then re-measure and let the next target move with your improving pace.
Use the visible in-game value before starting the sample.
Count progress per brush and brushes per minute during a consistent sample.
Enter those observations in the estimator; treat the result as personal planning, not a guarantee.
Three multiplications and one honesty rule — everything is checkable by hand.
minutes × brushes per minute. Your one-minute stroke tally, extended to the session length you can actually sit. A 30-minute plan at a sampled 34 strokes per minute budgets about 1,020 brushes.
strokes × progress per brush. The stroke budget times the meter movement one brush produces on the sampled cat — 1,020 strokes at 25 per brush projects 25,500 meter points of session output.
Plan at roughly 80% of the projection. The raw figure assumes your sample pace holds for the whole session; real sessions drift slower. The 20% margin absorbs cats that brush harder than the one you sampled.
Illustration arithmetic with example inputs — replace every number with your own sample.
You have 30 minutes tonight. Your sample on tonight's cat counted 34 brushes per minute, each moving the meter 25 points.
Raw budget: 30 × 34 = 1,020 strokes, projecting 1,020 × 25 = 25,500 meter points. Apply the honesty discount: plan around 20,000 and treat anything past it as a bonus.
Split it if you switch cats: two cats at half the time each, two samples, two movement figures added together. The plan follows the game's own description — every cat's fur is its own puzzle, so the budget should be per cat, not global.
Direction. The calculator asks how long a goal will take (gap in, minutes out). This planner asks the reverse: given the minutes you actually have and a measured pace, what target is realistic tonight? Same two observations — progress per brush and brushes per minute — opposite question.
Sized to your sampled pace, then discounted for drift. Compute the raw figure at your measured pace, then plan for roughly 80% of it — attention fades, other players take cats, and thicker-fur cats appear. A target you beat 4 weeks out of 5 keeps the improvement loop motivating; a target you never hit just teaches you to ignore the plan.
They would help, but they exist on no public surface as of 2026-10-03 — no stat table, no currency table, nothing on the official page. Your measured pace substitutes cleanly because it is the same quantity the game acts on: meter movement per unit time, observed by the only instrument that matters, which is you.
Three triggers: a new cat or fur (every cat brushes differently, per the official description), a week of layoff (rhythm decays), and any visible game update — the last recorded one was July 16, 2026, and our update watch flags the next. Between triggers, one fresh sample per session is plenty.
One with no target and no measurement — you cannot feel improvement you never recorded. Even a five-minute session with a 60-second sample and one target beats an hour of aimless brushing, because the comparison is what compounds.
Plan → play → re-measure → plan again. The progress notes explain why single-variable comparisons keep the loop honest, and the sources page records what the official surfaces do and do not document as of 2026-10-03.