We agree about pricing, and that is the point
Playroom got the meter right. Charging by monthly active players rather than concurrent connections is the only unit a solo developer can predict for their own game, and we price the same way for the same reason.
So the comparison is not really about cost model. It is about what happens after the first prototype works.
What you get once the prototype works
A lot of multiplayer tooling is excellent at the first hour and thin after it. The things a game needs in week two are the things we have built out:
- Server-authoritative logic: rules that run on the server, so scores and outcomes cannot be edited by a client. Versioned, with rollback and error logs.
- Player identity and saves: anonymous-first, with an optional username so progress survives a lost device.
- Leaderboards, scoped per game or across your whole studio.
- Player-created content: publishing, browsing, voting and moderation for player-made levels or decks.
- Monetization through Stripe, plus your own ads id so ad revenue stays entirely yours.
- First-party analytics: sessions, retention, concurrency and client errors, per game.
Built to be driven by an agent
The whole platform is reachable from an AI coding agent, not just from a documentation site. That means you can describe the game you want in your editor and have the room defined, the logic deployed and the snippet written without switching windows.
It matters more than it sounds: the fastest path from idea to two people playing is the one where nobody reads an API reference first.
Honest limits
All room state replicates to everyone in the room, which makes hidden-information games awkward unless you keep the secret in server logic. And this is not built for competitive twitch play, no client prediction or rollback. Casual, co-op, turn-based and .io-style games are the sweet spot.
Common questions
Do you limit concurrent players?
There is a per-game ceiling on each plan as a safety rail, but it is sized so that a game hitting it is already a hit. You are not billed by concurrency and a traffic spike does not cost extra.
Can I use my own ads?
Yes. Add your ads publisher id per game and keep 100% of the ad revenue. We take a cut only on in-game purchases sold through the platform.
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.