Pay for players, not for servers.
Start free and stay free until a thousand people a month are playing. After that, plans are priced on monthly active players: the one number you can actually predict for your own game. Concurrency spikes don’t cost extra, and a game that goes quiet costs nothing.
Free
$0forever
1k monthly players
- 3 games
- 30 players at once, per game
- 10 GB traffic included
- 3 team seats
Indie
$15per month
25k monthly players
- 12 games
- 200 players at once, per game
- 100 GB traffic included
- 6 team seats
Pro
$59per month
75k monthly players
- 25 games
- 800 players at once, per game
- 300 GB traffic included
- 20 team seats
Studio
$199per month
250k monthly players
- 100 games
- 2,000 players at once, per game
- 1,000 GB traffic included
- 100 team seats
Compare every limit
| Free | Indie | Pro | Studio | |
|---|---|---|---|---|
| Monthly active playersThe headline number. Measured, never used to cut a game off. | 1,000 | 25,000 | 75,000 | 250,000 |
| GamesEach game gets its own key, settings and players. | 3 | 12 | 25 | 100 |
| Players at once, per gameAcross every room in that game. | 30 | 200 | 800 | 2,000 |
| Included trafficPer calendar month, across all your games. | 10 GB | 100 GB | 300 GB | 1,000 GB |
| Team membersPeople you can invite into the studio, besides you. | 3 | 6 | 20 | 100 |
| Analytics history | 7 days | 90 days | 270 days | 720 days |
| Player-made items, per gameLevels, decks, ships, whatever your players publish. | 30 | 300 | 3,000 | 12,000 |
| Save size, per player | 16 KB | 32 KB | 64 KB | 256 KB |
| Save slots, per player | 3 | 8 | 20 | 50 |
Every plan includes
Features don’t change between tiers; the limits do. You never lose a capability by paying less.
Real-time multiplayer
Rooms, shared state and events. One key, no servers to run, no netcode to write.
Authoritative server logic
Game rules that run on the server and can't be cheated, versioned, with rollback and logs.
Players & saves
Anonymous-first identity, username login, and saved progress that survives a lost device.
Leaderboards
Per-game or studio-wide boards, with the scoring mode you pick.
Player-made content
Let players publish and browse levels or decks, with voting and moderation built in.
Monetization
Sell unlocks through Stripe and keep your own ad revenue with your own ads id.
Analytics
First-party and anonymous: sessions, retention, concurrency and errors, per game.
Build with your agent
Everything above is reachable from your AI agent, so a game can be built without leaving the editor.
The fine print, in plain words
What counts as a monthly active player?
One person who joined at least one of your games during the calendar month, counted once no matter how many times they came back or how many of your games they played.
What happens if I go over?
Players and traffic are measured, not enforced: going over raises a flag with us and starts a conversation, it doesn’t drop your players. Cutting a game off at the moment it takes off would be a strange way to run this.
Is there a free trial?
The free tier is the trial, and it doesn’t expire. No card to start: build the whole game, share it, and only pay once real players show up.
What about the money my game makes?
Ad revenue is entirely yours: bring your own ads id and keep 100%. On in-game purchases we take a small cut of what you sell. See the FAQ for the details.
Build the first one free.
No card, no sales call. Sign up, point your agent at it, and have something playable to share in a minute.