The real difference is the meter, not the feature list
Photon prices by concurrent users: the number of people connected at the same moment. That is the honest unit for infrastructure, because concurrency is what actually consumes a server. It is also close to impossible for a small studio to forecast. You find out your peak after it happens, and a game featured on a portal for one afternoon can spike far past a tier you picked months earlier.
We price by monthly active players instead: how many distinct people played at all during the month. It is the number you can estimate from your own traffic, it does not punish a good day, and a game that goes quiet costs nothing.
You do not write or deploy a server
With Photon you generally choose between their hosted rooms and running your own server plugin, and anything authoritative means writing and deploying server code.
Here the server already exists. Rooms are created on first join, state is whatever fields you set, and if you need rules that a cheating client cannot bypass you deploy a small piece of game logic that runs server-side, versioned, with rollback and logs, and no container to manage.
Where Photon is the better answer
This is not the right tool for everything, and it is worth being direct about that.
- Competitive twitch games: fast shooters, racing. Those want a UDP transport with prediction and rollback. We use a reliable connection, which is right for casual and turn-based play and wrong for frame-perfect combat.
- Native engine-first projects. Photon's Unity and Unreal SDKs are mature and widely used; our client is built for the web first.
- Games needing hidden information at scale, where the state each player sees must diverge substantially.
If your game is a browser game and the players do not need frame-perfect accuracy, the trade is usually in our favour. If it is a competitive native shooter, it is not.
Common questions
Is Multiplayer Agent cheaper than Photon?
For most browser games, yes, but the reason is the pricing model rather than a discount. Photon bills for concurrent connections and bandwidth; we bill for monthly active players. A game with a large audience that plays in short bursts pays far less on a monthly-players meter than on a concurrency meter.
Can I migrate an existing Photon game?
The networking layer has to be rewritten: the state models are different. In practice this is a smaller job than it sounds for a browser game, because you no longer write a server: you set fields on your own player and read shared state. Most of the migration is deleting code.
Do you support Unity?
Not today. The client SDK is JavaScript and targets the browser. If your game runs in a browser we are a good fit; if it is a Unity or Unreal build, Photon remains the better answer for now.
Try it on your own game
The free tier does not expire and asks for no card. Add one script tag and have two people playing in about a minute.